The Distant Worlds Saga Continues
- Erik Rutins
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RE: The Distant Worlds Saga Continues
I can confirm the game engine is 64-bit, multi-core capable, with full resolution and scaling support and fully 3D. Memory usage in equal circumstances should actually be less than Distant Worlds: Universe due to various technical reasons and optimizations, but obviously it will require a computer capable of playing 3D games. [8D]
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: The Distant Worlds Saga Continues
Well, that's snazzy indeed! Does 'fully 3d' mean 3d rendered only, or does that mean ships actually move in volume as opposed to a plane? Are there tactical reasons for this? Also, is collision implemented for ships?
- Erik Rutins
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RE: The Distant Worlds Saga Continues
Since it was mentioned above, here's the image that appeared on Iain's twitter feed a couple of years back. I don't think you can really see much but better to have it all in one place. This is obviously from a much, much, much older build.


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- DW2Twitter.jpg (329.65 KiB) Viewed 417 times
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
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RE: The Distant Worlds Saga Continues
ORIGINAL: BlueTemplar
Uh, these ships very much look like 3D models (which wouldn't necessarily mean that the game itself was going to be 3D - except we know that it will be)
how do you know it will be 3D, not based off the image?
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RE: The Distant Worlds Saga Continues
"We are hard at work on DW2 every day. We are still recruiting more 3D modelers/artists" -Erik
So. 3D confirmed?
Often times, 3D and CGI renders are used on powerful systems to pre-render the geometry of 3D objects, which can then be "replayed" including any animations on that object as a 2D sprite, this is very common for isometric "2.5D" games, they aren't inherently 3D though after this process.
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RE: The Distant Worlds Saga Continues
I delightfully stand corrected [:D]
RE: The Distant Worlds Saga Continues
ORIGINAL: Erik Rutins
I can confirm the game engine is 64-bit, multi-core capable, with full resolution and scaling support and fully 3D. Memory usage in equal circumstances should actually be less than Distant Worlds: Universe due to various technical reasons and optimizations, but obviously it will require a computer capable of playing 3D games. [8D]
This is so great. Speaking of optimizations, please tell me the save file no longer inflates to a ridiculous size.
- BlueTemplar
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RE: The Distant Worlds Saga Continues
Nice to see that you have Jean-Luc Picard on your team !
(Sword of the Stars have a limited one, with ships snapping back to 1 or 3 planes, and so does the abovementioned SE5 - which results in its case in an hilarious "tower of doom" bug.)
Yeah the 3 Homeworlds (and other RTS ?). However I don't remember any 4X with a completely free z-axis movement...ORIGINAL: Woodstove
So Sim City 4 style? 3d Engine, but 2d feel. If so I can get behind that. Most 4x games have 2d gameplay, even if presented in 3d. If I don't remember wrong is was... Homeworld(?) that had real 3d space combat. But i fear a full 4x galaxy in that style. Don't think my mind would handle that.
[...]
(Sword of the Stars have a limited one, with ships snapping back to 1 or 3 planes, and so does the abovementioned SE5 - which results in its case in an hilarious "tower of doom" bug.)
RE: The Distant Worlds Saga Continues
My guess is the game is still played on a flat plane, but objects (e.g. planets ships etc) are 3D which allows for more graphical effects.
- Erik Rutins
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RE: The Distant Worlds Saga Continues
All I can confirm for now is that what you see in the screenshot in the original post is indeed 3D. [8D]
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- scotten_usa
- Posts: 303
- Joined: Fri Dec 09, 2005 4:52 pm
RE: The Distant Worlds Saga Continues
ORIGINAL: Erik Rutins
I can confirm the game engine is 64-bit, multi-core capable, with full resolution and scaling support and fully 3D. Memory usage in equal circumstances should actually be less than Distant Worlds: Universe due to various technical reasons and optimizations, but obviously it will require a computer capable of playing 3D games. [8D]
I've got a Packard Bell 486/33 multimedia PC with CD-ROM, will this be sufficient? [:D]
RE: The Distant Worlds Saga Continues
ORIGINAL: Erik Rutins
Since it was mentioned above, here's the image that appeared on Iain's twitter feed a couple of years back. I don't think you can really see much but better to have it all in one place. This is obviously from a much, much, much older build.
When I made my video about this DW2 teaser yesterday, I included this tweet. I could only see 3 progress status bars in the ship info box via twitter... but here there is clearly 4 (with an additional something else amongst them).
Not sure what else could be included... Ammo levels? Crew experience? Vodkol remaining in the ship's bar? [:D]
RE: The Distant Worlds Saga Continues
Thanks for confirming it's 3D. Was just looking at it again now and noticed all the ships had slightly different perspective. If it was 2D isometric don't think that would be the case.
RE: The Distant Worlds Saga Continues
ORIGINAL: StarLab
ORIGINAL: Erik Rutins
Since it was mentioned above, here's the image that appeared on Iain's twitter feed a couple of years back. I don't think you can really see much but better to have it all in one place. This is obviously from a much, much, much older build.
When I made my video about this DW2 teaser yesterday, I included this tweet. I could only see 3 progress status bars in the ship info box via twitter... but here there is clearly 4 (with an additional something else amongst them).
Not sure what else could be included... Ammo levels? Crew experience? Vodkol remaining in the ship's bar? [:D]
After analyzing that screenshot, I actually see 6 status bars...
Hull, Shield, energy, Fuel
1 Green status bar and another 1 at the bottom. Also judging from the old Photo looks like the ships are engaged in some sort of a battle. It looks like a complete 3D battlespace.
It will be interesting to see how they manage to put in the zoom out function with the planet and ship scale. I think the ships and the Starbases will be visually too small when viewing from a Solar system. Actual ships will be visible only during complete zoom in. Otherwise, from viewing from the Solar system and zooming upwards to the galaxy, we will be seeing ship icons. If this is complete 3D as Erik confirms. I believe it will be something similar to Stellaris, less fancy graphics but far more vast and up to scale.
I can't wait to see what the Strategic map mode looks like. It also makes me wonder if this will add to the Shakturi and the ancient galaxy storyline.
It is better to live your own destiny imperfectly, than to live somebody else's life with perfection.
RE: The Distant Worlds Saga Continues
SUPER EXCITED to see us thrown a bone after all this time!
3D looks great, but above all I hope the scope of the game won't be smaller due to this AND that the AI actually knows how to use 3D in combat. The big blobs of units bunching up on eachother in a fight is hopefully something of the past in DW 2.
Go Codeforce! [&o][&o]
3D looks great, but above all I hope the scope of the game won't be smaller due to this AND that the AI actually knows how to use 3D in combat. The big blobs of units bunching up on eachother in a fight is hopefully something of the past in DW 2.
Go Codeforce! [&o][&o]
Yskonyn -
Desktop: Intel i7 9700K @5.0Ghz, Nvidia RTX3080Ti, 32GB RAM, Win 11 64bit
Laptop: Acer Swift 3 Intel i7 1065G7, Nvidia MX350, 8GB RAM, Win 11 64 bit.
Desktop: Intel i7 9700K @5.0Ghz, Nvidia RTX3080Ti, 32GB RAM, Win 11 64bit
Laptop: Acer Swift 3 Intel i7 1065G7, Nvidia MX350, 8GB RAM, Win 11 64 bit.
RE: The Distant Worlds Saga Continues
Oh, WOW! Finally-finally-finally!..
RE: The Distant Worlds Saga Continues
Erik
Love the preview of DW2....... can you confirm that DW2 will have modding capaility as is the case with DW1?
Love the preview of DW2....... can you confirm that DW2 will have modding capaility as is the case with DW1?
RE: The Distant Worlds Saga Continues
Very cool, just hope my PC will follow...
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
RE: The Distant Worlds Saga Continues
Hi.
Erik, thank you for posting these news. We have been waiting for so long.. [&o]
1. I have the same question as rjord1. Will DW2 have modding capability as is the case with DW1?
2. How many polygons are these 3D models composed of?
3. What 3D modelling software have your 3D artists used? (blender, Maya, 3DSMAX..)?
4. Is this an in-house made 3D game engine? (or are you using unity3D?)
5. Does the game use an adaptive OpenSubDiv tessellation, based on the camera distance from objects? (the more the user zooms-in, the more detailed objects become, the more polygons they have)
https://youtu.be/hnFSVx7NhmM?t=520
Erik, thank you for posting these news. We have been waiting for so long.. [&o]
1. I have the same question as rjord1. Will DW2 have modding capability as is the case with DW1?
2. How many polygons are these 3D models composed of?
3. What 3D modelling software have your 3D artists used? (blender, Maya, 3DSMAX..)?
4. Is this an in-house made 3D game engine? (or are you using unity3D?)
5. Does the game use an adaptive OpenSubDiv tessellation, based on the camera distance from objects? (the more the user zooms-in, the more detailed objects become, the more polygons they have)
https://youtu.be/hnFSVx7NhmM?t=520