WARBIRDS.IO Dev Log

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The diorama gets its shadows

Switch on High-fidelity graphics and the world used to look a little like a painted cut-out: every wall in shade was the same flat tone, and nothing got darker for being tucked into a corner. Today the light has depth: shade where things meet, a sky that lights each side differently, and a sheen on everything painted.

Shade where things meet

Look at any corner on the field: where a wall meets the street, where a roof meets its parapet, under a house's eaves, between the canopies of a wood. Each one now goes softly dusky, the way the real world does wherever the open sky can't quite reach. Open ground stays exactly as bright as it was.

It's the small things that change most. Every tuft of grass on the Brick Steppe sits on the ground instead of floating over it. A Paladin parked by a cottage looks like it's really there. The streets of the market town read as streets, walled in by the rows of roofs either side.

The same view of a red-roofed market town on the steppe, twice: on the left the walls and ground are evenly lit, on the right the eaves, wall feet, roof parapets and grass tufts carry soft shade
The steppe's market town before (left) and today (right): eaves, parapets and every grass tuft grounded.

The sky lights the world

The shade side of everything used to get one flat fill of sky. Now the sky you see is the light you get. The half of the sky round the sun is bright and warm, the far side a deeper blue, the horizon a pale glowing band, and the ground bounces its own colour back up from below.

So a house in shade is three tones now, not two: the wall facing the sun's side of the sky is warmer and brighter than the one facing away. The underside of a wing over the meadows picks up a green glow from the fields; over the Brick Sea it's darker and bluer. Hills on the sun's side of the valley catch more light than the far slopes, and the island's ridges stand up from the haze.

A sheen on painted metal

Airframes, tanks and warships now catch the sun. Roll a Spitfire past the sun and the highlight slides along the wing, showing its curve from root to tip. A destroyer's flank picks up a rim of sky against the sea. Paint stays paint, though: the camouflage keeps its colours even when you fly straight into the glare. The woods and towns get only a whisper of it, and the ground none at all.

A Spitfire in chase view over green hills, twice: on the right the wing shows a soft highlight along its span, the fuselage rounds off, and the hills carry more shading
A Spitfire Mk IX on the autopilot, before (left) and today (right): the wing shows its curve, the fuselage turns.
A grey Fletcher destroyer under way on a rippled blue sea, twice: on the right its gun mounts and superstructure carry shade at every step and the hull sits deeper in the water
A Fletcher under way, before (left) and today (right): every step of her superstructure reads.
A wood on a grassy rise, twice: on the right the overlapping tree canopies separate with shade where they meet and the grass tufts in the foreground are grounded
The edge of a steppe wood, before (left) and today (right): canopies separate where they overlap.

Where to find it

It's all part of High-fidelity graphics (Settings), on desktops in every theater. It's light on the frame, too: on a modern laptop at full Retina resolution the game still holds a steady 120 frames a second over the island and on the steppe. Phones, tablets and the classic look are unchanged.

See you over the diorama.

Written by Cameron Sima, who builds Warbirds.io — about the game · get in touch

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