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Showing content with the highest reputation on 11/06/26 in all areas

  1. I’m currently looking for ways to create larger maps, both in terms of actual scale and perceived scale without significantly impacting performance. That’s where the camera adjustments I’ve implemented really come into play. When I say "larger," I mean much larger, hundreds of square kilometers. I’m curious if you’ve considered this at all. Given that my mod includes long-range weaponry, this is a major priority for me, though I suppose it might not be as critical for your mod.
    2 points
  2. World Rising — New Development Updates and Improvements! Hello everyone! Today, I'm excited to share more updates on the development of World Rising! Over the past few weeks, I've been working extensively on several improvements, both visually and within the game's engine. My goal is to make World Rising more immersive, visually appealing, optimized, and packed with advanced gameplay mechanics. Here are some of the latest improvements! Dynamic Day and Night System I've implemented a dynamic day and night cycle, featuring smooth lighting transitions that change the atmosphere of the maps over time, creating a much more immersive experience. Dynamic Lighting and Particle Audio System I've developed a new system that allows particles to have their own sound effects. For example, fire particles now produce realistic burning sounds. In addition, I've implemented a dynamic lighting system that allows flames to emit light, illuminating units, buildings, vegetation, and other environmental elements during nighttime. I've also improved particle behavior, allowing certain effects to remain fixed in the game world instead of following the camera's movements. Environmental Audio and Naval Improvements Water now features a distance-based audio system. As the camera approaches the ocean, the sound of the waves gradually becomes louder. As the camera moves away, the volume smoothly decreases until it becomes completely silent. I've also made improvements to the canoes, adding realistic rocking movements and wave interaction effects to make naval movement feel more natural. Redesigned User Interface and Era Progression I'm currently redesigning the entire game's interface, creating a new visual layout that evolves alongside the different historical eras. Each era will feature its own visual elements, making civilization progression more engaging and visually distinctive. Performance Optimizations — LOD and Culling One of my main priorities has been improving the engine's overall performance. I've implemented LOD (Level of Detail) and Culling systems, which help manage object rendering based on camera distance and visibility. I've also made numerous optimizations to 3D meshes, vegetation, and other environmental assets to reduce resource consumption and improve performance, especially on maps containing large numbers of objects. Developing a Completely New Artificial Intelligence Another major challenge has been developing a custom AI system from scratch specifically for World Rising. The AI can already manage resource gathering, construct buildings, partially develop its economy, and launch basic attacks against opponents. There's still plenty of work ahead, but the system is already showing promising results and continues to improve with each update. Vegetation Improvements and New Maps I've also made several improvements to vegetation, focusing on both visual quality and rendering performance. Additionally, I'm working on the game's second map, which is already approximately 50% complete! Upcoming Improvements — More Realistic Water One of my next major goals is to improve the game's water rendering system. I plan to enhance the visual effects of oceans, rivers, and waves, making water look much more natural and realistic. And these are just some of the latest developments! Many other improvements and features are currently in progress and will be revealed in future updates. World Rising Continues to Evolve! Developing World Rising has been a challenging but rewarding experience, especially since I'm creating and modifying numerous systems directly within the game engine. Every new feature brings the project one step closer to the experience I want to deliver to players. I'll be sharing some screenshots and videos showcasing these latest improvements! I'd really love to hear your thoughts! What do you think about these changes? Which feature caught your attention the most? And what would you like to see in future updates? Feel free to leave your comments, feedback, and suggestions! Thank you to everyone who continues to follow and support the development of World Rising! teste.mp4 Gravando 2026-11-04 020424.mp4
    2 points
  3. Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.
    1 point
  4. Hi everyone, I want to share a feeling and look for solutions. I follow many projects that are in development at various levels, and 0 A.D. is rich and alive. The only thing is that the history-focused and gameplay-focused communities create tensions, which in my view should come together around this beautiful project. Right now it only creates tensions, which I find sad. I'd also like to point out that there is no sub-forum dedicated to solo/history. I think it would be good to find solutions so that both communities can coexist together. Thank you !
    1 point
  5. Hi, I hope that you know my world map. For the first time I want to create new entities for custom biomes. Is there any similar project for american, asian or oceanian fauna and flora? Maybe a guideline for a list of entities that could be useful for the community, because I don't want to reinvent the wheel. (I've already red guidelines about markers' number limitation and textures format and size.) Claude wrote this for me, please share with me your opinion. Tropical Rainforest (Congo, Amazon, SE Asia) Fauna: jaguar, tapir, sloth, coati, macaw/generic parrot, poison frog (small decorative) Flora: kapok/ceiba with buttress roots, climbing liana, tree fern, epiphytes/orchids (trunk detail), banana palm Tropical Savanna Mostly complete. Nice-to-have: hyena, ostrich, umbrella acacia (shape variant, not new species) Hot Arid Desert Fauna: fennec fox, scorpion (decorative), desert monitor Flora: already covered (palms, thorny acacias). Missing columnar cactus, but that's American — see below American Desert/Scrubland (Sonoran, Chihuahuan) Fauna: coyote, roadrunner, rattlesnake Flora: saguaro, prickly pear (Opuntia), yucca, mesquite Cold Arid Steppe (Central Asia, Patagonia, Mongolia) Fauna: saiga antelope, wild ass/onager, European bison, corsac fox Flora: feather grass (Stipa), steppe wormwood/artemisia, tumbleweed (Salsola — explicitly requested on the official forum) Mediterranean Essentially complete, no priority gaps Temperate Deciduous Forest Complete via existing temperate/alpine biome, no urgent gaps Boreal/Taiga Fauna: moose, reindeer/caribou, lynx, wolverine Flora: spruce, larch — likely reusable from alpine biome, check if current textures hold up at higher latitude Tundra/Polar Fauna: reindeer/caribou (shared with taiga), seal, muskox, ptarmigan Flora: lichen (ground decorative), moss, dwarf willow, dwarf birch Dry Tropical/Monsoon Forest (Yucatán, coastal East Africa, central India) Fauna: peccary, coati, green iguana, toucan Flora: ceiba (shared with rainforest), agave, tropical columnar cactus, royal palm High Mountain/Alpine Fauna: marmot, ibex (if not covered by generic goat), golden eagle as a dedicated model (not the current generic "hawk") Flora: mostly fine with existing conifers Oceanic/Tropical Islands Fauna: crab, sea turtle Flora: already fine with existing coconut palms
    1 point
  6. Excellent! Incorporating more physics-based elements into the game is something I’ve always wanted to see, though I know it comes with many challenges. You’ve done a great job with the lighting, but to be honest, the water surface isn’t quite as visually impressive as it could be. I’m actually facing a similar issue myself, I’m trying to implement water spray effects for a helicopter. I’m really looking forward to your future updates!
    1 point
  7. FSR is implemented already.
    1 point
  8. Europa Barbarorum 2 Xiognu cavalry. https://europabarbarorum.fandom.com/wiki/Toghrin_Ordo_(Dzonyu_Guard)
    1 point
  9. Some images to update their outfits. They appear to have both Chinese and Scythian influence.
    1 point
  10. By the way, I think this one is in the mod but only with green feathers from the wings to the wings; there is another version of this bird with yellow plumage. https://en.wikipedia.org/wiki/Scarlet_macaw I don't know if @Lopess can confirm.
    1 point
  11. I don't know if they'll be in any mod.
    1 point
  12. https://en.wikipedia.org/wiki/Aridoamerica Aridoamerica
    1 point
  13. At the time: FINISHED: the blender mesh TO DO: optimize the texture to fill all the 64x64 image TO LEARN HOW TO DO: animations But I am confident, because till the previous week I had never used blender.
    1 point
  14. Don't forget the second big cat of Sudamérica after the jaguar! (although present in North, Center and South America): The Puma, a.k.a. the Mountain Lion
    1 point
  15. Just to mention some iconic South American animals that seem missing (some not very known to outsiders): condor, rhea, capybara, maned wolf, viscacha, guanaco, vicuña, and of course the more known domesticated variants of the last two: llama and alpaca. Also shared with other continents: penguin, flamingo, anteater, armadillo and cougar. I can't remember if elephant seals or sea lions are already in the game.
    1 point
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