binstream Posted August 5, 2010 Share Posted August 5, 2010 OilRush is an officially unannounced PC/PS3 strategy game, which is currently at the production stage.Official website: http://oilrush-game.com/ Link to comment
andrewko Posted August 16, 2010 Share Posted August 16, 2010 Some conceptart (by Brrrrr) Link to comment
steve.brodie Posted August 16, 2010 Share Posted August 16, 2010 Some conceptart (by Brrrrr) You you can get the water material looking as good as that first one - we will be very very happy :) Link to comment
cory.sharplin Posted August 16, 2010 Share Posted August 16, 2010 Still it’s a shame you have to downgrade your graphics on your first release to be PS3 compliant, maybe having a PC release that is a limited edition with additional maps and all the eye candy. My position on strategy games to nail them is a well-balanced research tree with loads of options for different player dynamics driven by a clean uncluttered player hud. (but I am not expert just a gamer at heart) And yes like Steve love the water… Link to comment
andrewko Posted August 19, 2010 Share Posted August 19, 2010 My favourite convertoplan and submarine :D Link to comment
pascal.winistoerfer Posted August 21, 2010 Share Posted August 21, 2010 Great Stuff :D Link to comment
binstream Posted August 24, 2010 Author Share Posted August 24, 2010 Stay tuned for the gameplay video and website update in a week. PS: We plan to make all the OilRush codebase and resources available to Unigine customers as soon as we add SVN access feature to the portal. Link to comment
binstream Posted September 1, 2010 Author Share Posted September 1, 2010 First video: Link to comment
binstream Posted September 1, 2010 Author Share Posted September 1, 2010 Updated website: http://oilrush-game.com/ Link to comment
darren.decker Posted September 2, 2010 Share Posted September 2, 2010 Updated website: http://oilrush-game.com/ Lookin good! Link to comment
binstream Posted September 7, 2010 Author Share Posted September 7, 2010 More screenshots: 1 Link to comment
pascal.winistoerfer Posted September 12, 2010 Share Posted September 12, 2010 from what you can read on the internets about the first trailer movie on youtube, does this game not only feauture bombastic effects - also it will hit like a bomb the linux gaming community i guess :) nice screens, and ofcourse best wishes in development process ;) Link to comment
binstream Posted September 13, 2010 Author Share Posted September 13, 2010 from what you can read on the internets about the first trailer movie on youtube, does this game not only feauture bombastic effects - also it will hit like a bomb the linux gaming community i guess :) Yeah, Linux community is pretty excited about the game. Link to comment
dibyendu.das Posted September 15, 2010 Share Posted September 15, 2010 More screenshots: Sweet jezz, that nuke was just ... awesome! Impressed! Well done guys. :) I am sure you'll add a lot more developers to your user base. Looking forward to seeing the project on SVN. Going off topic here- I have been looking at the Unigine for a while now, i'm well impressed by the physics system you have got in place. Particle system and editor tools are rich as well. The samples provide a rich bouquet of functionality too. The two major gripes I have thus far : 1) The lack of adequate documentation in certain area - eg: consider Unigine::Time::getSunDirection() hidden away in 'core\scripts\time.h'. You supply the Lat, Longitude and time during setup and presto you're able to simulate solar movement based on time. Brilliant functionality but sans documentation, sans code comments . I've no idea how many more hidden gems I must have missed ! 2) The renderer is not on a separate CPU thread (as of Apr, 2010 build). I know you're doing physics on other thread(s). I wonder what the plans are for supporting a separate render thread to better utilize scheduling on multicore architecture commonplace today. Wouldn't you require a separate execution path for your renderer on the PS3 anyway? Sorry for being Mr. Complainy-Pants ;) Regards! Dev (Dibyendu Das) Link to comment
binstream Posted October 11, 2010 Author Share Posted October 11, 2010 Sweet jezz, that nuke was just ... awesome! Impressed! Well done guys. :( I am sure you'll add a lot more developers to your user base. Looking forward to seeing the project on SVN. Thank you! We also hope that sharing OilRush codebase and resources will help other teams working on Unigine-powered projects. Going off topic here- I have been looking at the Unigine for a while now, i'm well impressed by the physics system you have got in place. Particle system and editor tools are rich as well. The samples provide a rich bouquet of functionality too. The two major gripes I have thus far : 1) The lack of adequate documentation in certain area - eg: consider Unigine::Time::getSunDirection() hidden away in 'core\scripts\time.h'. You supply the Lat, Longitude and time during setup and presto you're able to simulate solar movement based on time. Brilliant functionality but sans documentation, sans code comments . I've no idea how many more hidden gems I must have missed ! We are working on more tutorials and documentation articles on a regular basis, there will be more to come. 2) The renderer is not on a separate CPU thread (as of Apr, 2010 build). I know you're doing physics on other thread(s). I wonder what the plans are for supporting a separate render thread to better utilize scheduling on multicore architecture commonplace today. Wouldn't you require a separate execution path for your renderer on the PS3 anyway? PS3 render is different from PC one, while there is no plan to make PC render multi-threaded in the next 3 months. Link to comment
binstream Posted November 26, 2010 Author Share Posted November 26, 2010 Two more screenshots with Raiders village: Link to comment
ulf.schroeter Posted November 26, 2010 Share Posted November 26, 2010 Two more screenshots with Raiders village: Very nice artwork ! But is there any reason not to use anti-aliasing ? It would look so much better Link to comment
binstream Posted November 27, 2010 Author Share Posted November 27, 2010 Too much work due to upcoming Unigine SDK update, we simply missed to turn on AA. Link to comment
pascal.winistoerfer Posted November 30, 2010 Share Posted November 30, 2010 it looks sweet just saw today a news in the evening TV news about a new project near Laptev Sea (Tiksi) for Oil and Petroleum Pipelines Russia wants to gain in Arctic Sea in the next 5 years. well offtopic but to connect it with oilrush the setup is really cool. can't wait for it :) Link to comment
binstream Posted December 20, 2010 Author Share Posted December 20, 2010 I guess we've reached the point where we can open access to OilRush as another reference game project for our customers. Wrapping up the build now. Link to comment
steve3d Posted December 20, 2010 Share Posted December 20, 2010 great news!! can't wait for this. :) Link to comment
ulf.schroeter Posted December 23, 2010 Share Posted December 23, 2010 I guess we've reached the point where we can open access to OilRush as another reference game project for our customers. Wrapping up the build now. Hi Denis, there seems to be a small problem with oil film rendering. Sometimes some oil film meshes dis-/re-appear on camera movement Sometimes some oil film meshes seems to be rendered above, sometimes under water surface level which is visible as popping Apart from that great artwork/effects ! Link to comment
binstream Posted December 27, 2010 Author Share Posted December 27, 2010 Hi Denis, there seems to be a small problem with oil film rendering. Sometimes some oil film meshes dis-/re-appear on camera movement Sometimes some oil film meshes seems to be rendered above, sometimes under water surface level which is visible as popping Apart from that great artwork/effects ! Wrong sorting problem, we'll fix it. Link to comment
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