We pretty much have our heads down working hard these days… not to mention Kris has a new addition to the family!
Don’t worry, things are moving along nicely. We are getting close to having the UE4 build more or less back to where we were with UE3 on the programming side. Animation is almost there as well. Maps and content are slow, but getting there. We should be able to start showing more after the new year, but here is a small taste of the Killhouse map everyone has seen many times before….. but in UE4! Of course everything is a work in progress and will only get better. But not bad for a first pass I think.
Sorry for the odd resolution. Had to take it from the editor.
We are pleased to announce that Ground Branch is being developed using Epic’s Unreal Engine 4! Don’t worry, the majority of our completed work has moved over with a little bit of effort and things are in a much better state to move forward. For now, here are some of the main reasons for moving on to UE4:
It is modern technology!
More efficient art/programming pipelines
It allows us to compete better in the graphics area without needing tons of developers
Allows us to support platforms other than PC without hiring dedicated and expensive specialized programmers
Better Dedicated Server support
Infinitely better control and performance with dynamic lighting
New Material pipeline that makes use of physically-based shaders to give unprecedented control over the look and feel
Much more advanced particle systems
Advanced AI and the dynamic navigation system make it simple to simulate complex behaviors with navigation meshes that update in real time
Advanced DirectX 11 high-end rendering features such as full-scene HDR reflections, thousands of dynamic lights per scene, artist-programmable tessellation and displacement, physically based materials and shading, temporal anti-aliasing, IES lighting profiles
Moving to Unreal Engine 4 provides us a more solid foundation to make sure Ground Branch has a long life. We want to support GB for a long time and UE3 has been around for a while now… its roughly 7 years old and has lots of legacy code/methodologies that we had to continually work around. Basically, UE4 is a more solid platform to carry BFS/GB for many years to come. Oh, and it’s just a bad ass engine to work with!
We will have much more to show as we gear up for the new Ground Branch Kickstarter.
We thought we would give everyone a heads up about whats going on lately and where things are headed.
Firstly, as most have heard, we are going to be doing a smaller scale Kickstarter. Details are being finalized so stay tuned for more info.
Next, we are currently redoing both our main BFS and GB web sites. They are getting a new coat of paint as well as overall design. In the mean time, the information about Ground Branch on GB.com is getting updated to be sure that it more accurately reflects the current design.
So keep an eye out for some upcoming announcements.