0 A.D. is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. It's a historically-based war/economy game that allows players to relive or rewrite the history of twelve ancient civilizations, from Iberia to Mauryan India, each depicted at their peak of economic growth and military prowess. Developed using Pyrogenesis, a ground-breaking new game engine custom-built to suit this project, 0 A.D. will give players a rich and entertaining real-time gaming experience.

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AirborneSn1p3r Apr 9 2012, 7:05am says:

it reminds me of total war, you know the way the troops fight for ages and like one person dies :S

+3 votes     reply to comment
hellodean Apr 9 2012, 8:01am replied:

i dont think its that different from age of empires fighting really.
and i counted atleast 4 soldiers fall so problem solved

+7 votes     reply to comment
KalKalCS Apr 9 2012, 9:52am replied:

only the old ones like Shogun Med 1 and Rome etc are like that

+5 votes     reply to comment
Mythos_Ruler Author
Mythos_Ruler Apr 9 2012, 2:19pm replied:

lol, these were all heroes, so that's why they lasted so long. :)

+5 votes   reply to comment
GenMoKai Apr 9 2012, 8:17am says:

Epic fight ^^

+3 votes     reply to comment
Rafhaelbass Apr 9 2012, 10:49am says:


+2 votes     reply to comment
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Lead Programmer Ykkrosh has implemented specular materials for 0 A.D.'s objects and units. Over the coming weeks the game's assets will be updated for specular materials and specular mapping.

From Wikipedia:

"Specularity is the visual appearance of specular reflections. In computer graphics, it means the quantity used in 3D rendering which represents the amount of specular reflectivity a surface has. It is a key component in determining the brightness of specular highlights, along with shininess to determine the size of the highlights.

It is frequently used in real-time computer graphics where the mirror-like specular reflection of light from other surfaces is often ignored (due to the more intensive computations required to calculate this), and the specular reflection of light direct from point light sources is modelled as specular highlights."

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Apr 9th, 2012
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