Ashes of the Singularity looks like an awesome RTS game to try, and the developers have confirmed again they want to do Linux, but they are waiting for Vulkan.
We did mention before that they wanted to do a Linux version, but it's good to see their stance hasn't changed.
Right from the developer:
I'm really excited to try it, as I love RTS games on a grand scale like this. Bring it on!
About the game
Take command of the resources of an entire world to build up massive armies, research new technologies and annihilate all those who stand in your way in this new, massive-scale real-time strategy game.
With the unparalleled power of the world's first native 64-bit real-time strategy game engine, Ashes of the Singularity allows for maps of unprecedented size and details.
Over the course of the war, the player will construct thousands of units. These units have details that are normally reserved for games with only a few active units. Huge, kilometer-long Dreadnoughts can have a half dozen turrets, each with their own firing solutions. Smaller units will intelligently target units based on true line of sight physics. That's right, every unit's vision is based on line of sight, instead of radial fog of war.
Thanks for letting me know RussianNeuroMancer.
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We did mention before that they wanted to do a Linux version, but it's good to see their stance hasn't changed.
Right from the developer:
QuoteThat's the plan. Via Vulkan. Oxide Games is heavily involved in the group creating Vulkan.
I'm really excited to try it, as I love RTS games on a grand scale like this. Bring it on!
About the game
Take command of the resources of an entire world to build up massive armies, research new technologies and annihilate all those who stand in your way in this new, massive-scale real-time strategy game.
With the unparalleled power of the world's first native 64-bit real-time strategy game engine, Ashes of the Singularity allows for maps of unprecedented size and details.
Over the course of the war, the player will construct thousands of units. These units have details that are normally reserved for games with only a few active units. Huge, kilometer-long Dreadnoughts can have a half dozen turrets, each with their own firing solutions. Smaller units will intelligently target units based on true line of sight physics. That's right, every unit's vision is based on line of sight, instead of radial fog of war.
Thanks for letting me know RussianNeuroMancer.
Some you may have missed, popular articles from the last month:
Quoting: ricki42So since Vulkan isn't out yet but they are involved in creating Vulkan, have they already started porting to Vulkan using what tools are currently available, or will they start after the official release when everything's in place?Valve at least has been implementing a Vulkan backend in their Source 2 engine and has already demoed Dota 2 on the API. I see no reason to believe the other members are simply twiddling their thumbs either. Epic's Unreal Engine 4 probably doesn't yet include any (public) code for Vulkan, but who knows what they're doing behind the scenes. And Unity 3D should be very eager to implement Vulkan support, to make their mobile builds more efficient if nothing else. These companies and quite a few others have had full access to the spec and tooling during their development (under NDA until release of course), but we can only speculate on what they've been doing with them.
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Tim Sweeney of Epic said that Vulkan integration into Unreal Engine 4 is already ongoing and that a release can be expected in timely fashion.
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I didn't know about this one. Looks sick! Definitely a go for me if they really port it when Vulkan is released.
They seem to be pretty much through with the engine, so maybe the engine guys except for optimizing, bugfixing and the yet-another-feature-request can get down to make this happen.
They seem to be pretty much through with the engine, so maybe the engine guys except for optimizing, bugfixing and the yet-another-feature-request can get down to make this happen.
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