The problem You’re building a game-world that is big, so big in a fact that not all of it can…
By popular demand, this blog post will discuss the combat model we plan to use in Military Operations. The combat…
After a couple of BLOG posts that explain how we are modelling WW2, simulating that model and how this is…
Crafting or Computing, That is the Question Huge game worlds are not very common in gaming since they are hard…
The "Onhaye Crisis" “By the morning of the 14th the advance guard of the 7th Motorized Infantry Regiment had reached…
Games are a visual medium. So how it looks is important. But also how you look at it. For a…
How do you control a unit of tens of thousands of men? If you look at contemporary RTS games the…
The simulation engine driving Military Operations models every vehicle and soldier as separate entities. This means that each entity runs…
Continuing from where we left at the end of the previous post, we’re gonna dig a little deeper into technology…
Military Operations is a game of mobile warfare in World War 2 at an operational level. The word "operational" means…
This week's dev-blog is a bit different. Not techie, not about gameplay, not about visuals. It's about our first-hand experience…
GPU computing For the March 2018 development-sprint we scheduled a number of performance optimisations. Since MilOps runs almost entirely on…
One of the "benefits" of using new technology such as OpenCL, is that you sometimes find other people's bugs. Finding…
To facilitate our marketing efforts we needed an easy but quality way of producing video content. Since we only want…
Introduction We have ambitious goals for MilOps. One of them is its "scale". Instead of a couple of square kilometres,…
Introduction Some observations about NPC behaviour while playing games: A soldier in a RTS is just standing around while his…