

OTOH, we think you’ll find the new look of the terrain to be a lot more realistic, while still maintaining the color saturation that helps the world seem alive. We still have tuning to do, so don’t be surprised if things still seem a little off. Rendering: We’ve completed the first pass of the HDR changes, now including the sky.These act as a precursor to improvements to our VFX engine and editor in Beta. Art – VFX: We completed several more fixes and improvements to the VFX system and editor, giving Mike greater control of his work.Check it out if you haven’t logged in this week.
CAMELOT UNCHAINED SCREENSHOTS UPDATE
Patcher: We’ve addressed several bugs and UX issues with an update to the patcher.This is the first step to building out larger landmasses than we already have (and our official new measurement unit is D.C.s, the land mass of the District of Columbia), which can handle the server-side physics of large battles in dense terrain! Zones and physics: We’re testing updates to our physics sub-zone tech this weekend, by layering them into our island/zone testing.When complete, these will be hooked up to the character creation flow in the patcher.


It has been another busy week for us, and especially for me, as I try to catch up with all the things that piled up during my absence.
