Ultimate Epic Battle Simulator 2

Ultimate Epic Battle Simulator 2

Revalopod Jan 29, 2021 @ 11:06am
over a million...
this has to be worthy of some award
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Showing 1-14 of 14 comments
Brilliant Game Studios  [developer] Jan 29, 2021 @ 11:32am 
2
Thank you. :)
jeremyc9 Jan 29, 2021 @ 4:23pm 
Won miyon twoops
gobta Jan 30, 2021 @ 12:14am 
Tak Fujii Award
Talavar Jan 30, 2021 @ 9:09am 
Originally posted by Brilliant Game Studios:
Thank you. :)
IF you don't mind me asking, How did you manage this? Is it controlling multiple characters in one unit cell? Don't expect a full description, just a short answer if possible. lol
Last edited by Talavar; Jan 30, 2021 @ 9:10am
test Jan 30, 2021 @ 9:14am 
Originally posted by Talavar:
Originally posted by Brilliant Game Studios:
Thank you. :)
IF you don't mind me asking, How did you manage this? Is it controlling multiple characters in one unit cell? Don't expect a full description, just a short answer if possible. lol
they said they will add a technical video on their channel
Revalopod Jan 30, 2021 @ 9:25am 
Originally posted by Talavar:
Originally posted by Brilliant Game Studios:
Thank you. :)
IF you don't mind me asking, How did you manage this? Is it controlling multiple characters in one unit cell? Don't expect a full description, just a short answer if possible. lol
from what i understand, unlike the first game, the second game utilises gpu power for most/all of it which means there's much more power available to use to run it
Brilliant Game Studios  [developer] Jan 30, 2021 @ 11:19am 
@Revalopod is correct. The key to all this was removing the CPU bottleneck. Everything, rendering/culling, animation, transforms and AI all run on the GPU. The only thing that CPU does is play local sounds. We will be posting a tech break down video soon. It's going to be interesting because it is immensely fun to play around with!
jeremyc9 Jan 30, 2021 @ 3:53pm 
Originally posted by halp:
Tak Fujii Award

This guy....this is the guy
Captain Morgan Jan 30, 2021 @ 9:26pm 
Originally posted by Brilliant Game Studios:
@Revalopod is correct. The key to all this was removing the CPU bottleneck. Everything, rendering/culling, animation, transforms and AI all run on the GPU. The only thing that CPU does is play local sounds. We will be posting a tech break down video soon. It's going to be interesting because it is immensely fun to play around with!
would a 1050ti be able to handle this smoothly?
Pira Jan 31, 2021 @ 9:46pm 
Originally posted by Brilliant Game Studios:
@Revalopod is correct. The key to all this was removing the CPU bottleneck. Everything, rendering/culling, animation, transforms and AI all run on the GPU. The only thing that CPU does is play local sounds. We will be posting a tech break down video soon. It's going to be interesting because it is immensely fun to play around with!
this makes me wonder why creative assembly hasn't done this within the past 10 years.
Owlcoholic Mar 21, 2021 @ 11:53pm 
Originally posted by Pira:
Originally posted by Brilliant Game Studios:
@Revalopod is correct. The key to all this was removing the CPU bottleneck. Everything, rendering/culling, animation, transforms and AI all run on the GPU. The only thing that CPU does is play local sounds. We will be posting a tech break down video soon. It's going to be interesting because it is immensely fun to play around with!
this makes me wonder why creative assembly hasn't done this within the past 10 years.
Because there's a lot more going on in Total war, in terms of individual simulation. Each unit has a health, a position they should try to maintain in a formation, they have literally thousands of animations based on things like proximity to enemy, the type of enemy they are fighting, shields block arrows and leave them stuck inside, each unit has randomized appearances in terms of both meshes and textures, morale, there's blood decals when they get hit, dismemberment in the newer titles, archers all having ammo etc. etc. etc. Then there's the actual 'player' AI, or the AI commander, that's constantly checking for enemy 'squad' positions, scouting if they can't see the enemy, placing troops in trees to ambush, flanking cavalry to try and expose archers, pulling back from unfavourable battles.
I'm hoping we get even 1/50th of the amount of complexity modeled in Total War games, but more than likely it'll be similar to UEBS1. Units just either stand still, or run towards the closest other unit, then stand still playing attack animations until they die or the enemy dies.

I'm not trying to downplay the tech or anything, it's impressive, but there's a reason there's next to no AI in UEBS, at least compared to a Total War game
Brilliant Game Studios  [developer] Mar 22, 2021 @ 5:48pm 
@Pira @Owlcoholic

Let me address a few things, as I think there are some misunderstandings.

The crowd tech in UEBS2 does not contain a single line of code from UEBS1. Not only has it been rewritten, but we had to completely rethink/imagine everything. The AI runs completely on the GPU, this has never been done in a video game as far as we know, so you can imagine how few resources are out there.

Creative Assembly has always been an inspiration to us, but we took a very different approach. It's not that companies like CA "can't" do this, it's more likely that they choose not to invest in this. We are super passionate about advancing our tech, and it's one of the main selling points of UEBS. CA has years of ground work put into their tech, and to do a complete rewrite of everything would likely not be a sensible investment.

To address @Owlcoholic. Unlike CA's tech, we take the approach of individuality. That means that every single character has his own HP, Position, enemy, decision making and hundreds of animations. The AI in UEBS2 is already far more intelligent than UEBS1, and we are working are hard to improve it every day. Characters ALSO have randomized appearances in UEBS2, Spartans raise their shields when enemies are near, and of course block, we have recently added gore/blood flowing physic, where rivers and lakes of blood form. We are also looking into arrows sticking into shields and flesh of characters. Morale is something we have always avoided cause we always found AI retreating to be annoying. Another thing to keep in mind, animations are no longer a limitation. Characters use full bone animations now, which lifted all our restraints. We just have to to implement more animations and dynamic features. One of our next tasks, is characters lip sinking.

Hope this helps.

Robert.

HeartoftheWild Mar 23, 2021 @ 1:36pm 
Originally posted by Brilliant Game Studios:
@Pira @Owlcoholic

Let me address a few things, as I think there are some misunderstandings.

The crowd tech in UEBS2 does not contain a single line of code from UEBS1. Not only has it been rewritten, but we had to completely rethink/imagine everything. The AI runs completely on the GPU, this has never been done in a video game as far as we know, so you can imagine how few resources are out there.

Creative Assembly has always been an inspiration to us, but we took a very different approach. It's not that companies like CA "can't" do this, it's more likely that they choose not to invest in this. We are super passionate about advancing our tech, and it's one of the main selling points of UEBS. CA has years of ground work put into their tech, and to do a complete rewrite of everything would likely not be a sensible investment.

To address @Owlcoholic. Unlike CA's tech, we take the approach of individuality. That means that every single character has his own HP, Position, enemy, decision making and hundreds of animations. The AI in UEBS2 is already far more intelligent than UEBS1, and we are working are hard to improve it every day. Characters ALSO have randomized appearances in UEBS2, Spartans raise their shields when enemies are near, and of course block, we have recently added gore/blood flowing physic, where rivers and lakes of blood form. We are also looking into arrows sticking into shields and flesh of characters. Morale is something we have always avoided cause we always found AI retreating to be annoying. Another thing to keep in mind, animations are no longer a limitation. Characters use full bone animations now, which lifted all our restraints. We just have to to implement more animations and dynamic features. One of our next tasks, is characters lip sinking.

Hope this helps.

Robert.
Character lip sinking? Why would that be important in a game that fields hundreds of thousands to millions? The river of blood thing sounds pretty cool tho so hope we get to see a video on what that looks like soon. One thing I would like to know is have you upped the amount of unit slots in the custom battle screen? UEBS 1 only had 8 max unit slots you could put different units in before battle.
Serious_Smile May 4, 2021 @ 1:16am 
@heartofthewild

Robert mentioned that there would be campaigns with a story line and everything. Or maybe I dreamed it lol

My dream game from when I was a child is this many characters and units in a base building game. I swear I would pay hundreds for it lol.

Imagine that with full integrated mod support!!? It will bankrupt every single RTS developer
Last edited by Serious_Smile; May 4, 2021 @ 1:18am
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Date Posted: Jan 29, 2021 @ 11:06am
Posts: 14