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Act Of War: Direct Action Shots & Details - media|
| (hx) 06:02 PM CET - Dec,15 2004 |  
Atari has released some new information and screenshots of
Act Of War: Direct
Action, the upcoming near future military RTS game by Eugen Systems. The
game will be released in Spring 2005.
Act of War: Direct Action takes the player on an epic techno-thrilling
battle around the world. From the deserts of North Africa to Europe, the US and
Russia, players will be able to enjoy Eugen Systems' highly detailed
architecture and painstakingly accurate cities including, amongst others,
Washington DC, San Francisco and London. Eugen Systems have taken their time to
accurately recreate some of the world's most famous monuments to ensure players
feel convincingly submerged in the gameplay. They have thought long and hard
about where to spread the war and have included such iconic locations as
Buckingham Palace, the White House, Capitol Hill, the Air Space Museum, the
Federal Triangle and the Presidio in the scenarios.
Each building can be destroyed piece by piece so the player can really see the
damage that war brings to these urban locations. However, Eugen have also
designed the buildings with tactics in mind and a player will be able to
position troops within them, taking advantage of the protection whilst firing
from windows at nearby targets. Although players will have to remember that
opposing troops can rush into these blocks to create ambushes.
Along with setting out to make a lot more than just a traditional RTS, Eugen
wanted to make AoW one of the most attractive looking games. To help obtain this
goal they used satellite and aerial photographs to ensure that the cities are as
accurate as possible, taking great care to model specific buildings like the
White House, the Capitol (more than 100,000 polygons), Buckingham Palace, the
Golden Gate Bridge and many others. AoW can render full cities including
buildings, parks etc to real life scale, whereas previous RTS's have limited
rendering to just a few short buildings. Small touches like street signs,
residential areas, roundabouts, along with the inclusions of obvious landmarks,
make AoW a visual treat.
Since there are many large buildings, game characters or vehicles, depending on
the case, can enter them, or move onto bridges, walk up/down stairs etc so that
the fighting environment extends to use the surfaces made available by man made
constructions. Also, the real time precise fog of war allows the player to use
buildings as hiding places. Additionally, Act of War cities contain a wide
variety of small urban furniture that changes depending on the city/country.
Total destruction
Every building or structure is made out of hundreds of individual parts and each
part can suffer damage, so during battle the immediate area will inflict the
type of damage typical to modern warfare. Trees can burn or be crushed, lamp
posts and phone booths can be run over by tanks and debris can fall from the
buildings as they get damaged. Even the most famous buildings can get destroyed
by super weapons, terrorist attacks, or sustained fire.
Realistic movie-grade lighting
Act of War uses a "warm lighting" system that includes high resolution real-time
depth shadow maps for bright and sharp sunlight and pre-computed radiance
transfer (part pre-computed / part real-time radiosity) to provide a warmer
feeling in shadowed areas. The AoW PRT scheme uses many more lights than just
the sunlight to offer full sky lighting and the objects are then ray traced with
many rays per surface element so the player can see how they are influenced by
the sky lighting. The result is then compressed using a lossy compression scheme
using spherical harmonics. The rendered objects then use the compressed
information to figure out how they are lit by the sky. This way Eugen can almost
create the same quality of radiosity in scenes where the objects move. The
clouds also modify the way in which objects are lit. The engine can also render
volumetric lighting, although its uses are less obvious than in first person
shooters since in RTS's the camera is not generally close to the ground.
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last 10 comments: | Viper357 | (12:21 PM CET - Dec,16 2004 ) | | Very nice graphics! :) | |
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