The world’s most open and advanced real-time 3D creation tool, Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android. Its novelties are Nanite and Lumen system.

Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine — anything from ZBrush sculpts to photogrammetry scans to CAD data — and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.

Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters.

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Originally posted on Steam on May 29, 2023. We are catching up on the backlog and will eventually post the devblogs here as they are published.

Disclaimer: Features discussed in this post reflect what is currently under development and not necessarily what will be shipping with the next test. Anything mentioned below may change at any time due to the experimental nature of Pre-Alpha development. Nothing mentioned here should be taken as a promised feature or additional to the eventual game.


In Anvil Empires, thousands of players will work together to build vast empires spanning many towns and villages, each involved in one or more industries. Operating these industries will require infrastructure to be built across the world. In current Pre-Alpha builds, players can already build roads but in this upcoming test we will be adding water infrastructure like Aqueducts and Canals. In this devblog we will go over how water infrastructure works and how they are used to generate power and optimize activities like Smithing.

Aqueducts & Canals

Water infrastructure is used to transport water from rivers and seas to other locations in the world. This will be useful for a variety of applications like supplying water for agriculture, but it can also be used to generate power which can be used in the Smithing process.

There are two types of structures for building water infrastructure. The first is Aqueducts, which are used to move large quantities of water between sources and Settlements. The second is Canals, which are for distributing water within a Settlement. Aqueducts are higher bandwidth and can be built anywhere in the world while Canals are lower bandwidth and can only be used locally. Canals have the added benefit of being dynamically scalable so they are ideal for placement between structures within a Settlement.

One of the goals with Anvil is to make gameplay feel as tactile and organic as possible. To that end, water movement relies on gravity which means that Aqueduct and Canal placement depends heavily on the topology of the landscape. Water moves downhill, which means hills and mountains will naturally be a factor when determining ideal locations for settlements. A lot of work was done to make water behave intuitively as it traverses through Aqueducts and Canals, even if it is an approximation to reality as opposed to a fully accurate physics simulation.

Building a Powered Workshop

Besides supplying water, Aqueducts and Canals can be used to generate power for workshops. Water Wheels can be constructed over canals and rivers to generate force, which can in turn propagate through a series of pullies and ultimately harnessed by equipment. It's up to players to design and build their network of pullies and the ropes that connect them. However, such power infrastructure can only be built inside *Workshop Areas*, which are player defined zones for industry structures, and aren't meant to be strung across a Settlement. It was important for the theme of the game that power infrastructure didn't feel Steampunk like or too advanced for the era the game is inspired by.

While Water Wheels will be the one way to drive such equipment, players will be able to build other infrastructure for power in the future, which will have their own benefits and trade-offs. The ultimate goal is for power to be supplied from different types of sources, depending on what's optimal for the geography around a Settlement.

Advanced Smithing

In our previous Devblog, we covered the basics of Smithing. Forging a blade for a weapon or tool will initially be a slow and manual process. With infrastructure and the right equipment, the process can be parallelized and significantly sped up. By harnessing power generated from Water, the forging process can also be improved to allow for higher quality blades to be achieved.

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There will be two powered structures involved in this process. The first is the Trip Hammer. When a Trip Hammer is connected to an Anvil and a power source, it will automatically hammer metal ingots instead of requiring a player to manually perform the action.

The second is the Bellows. When Bellows are attached to a Forge, it will not only heat ingots much faster, but it will also allow ingots to reach the higher temperatures which are needed to achieve the highest quality blades.

Be sure to add Anvil Empires to your wish list on Steam. If you want to join the community, head over the to official Discord server or Subreddit.



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Usernas
Usernas - - 18 comments

a

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virgilfabre
virgilfabre - - 2 comments

I'm waiting for it to make my own game. Making assets and planning for it.

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darkelf1
darkelf1 - - 440 comments

lol waiting for gears 6 using this engine, there will be no unreal tournament 5 at all

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Marth8880 - - 1,778 comments

oh boy

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Emiel-Regis
Emiel-Regis - - 809 comments

It seems quite promising. This engine has enormous potential. It's definitely immersive and realistic.

I have longed for a third installment in the KotOR series and it would be a dream come true if they made it using this software, but it's only wishful thinking. To be honest, I'd love to see another Witch-er video game, because this franchise has limitless potential and relatable characters. And I've seen the Witch-er III launch cinematic numerous times and that's what I wish to see in a sequel.

I honestly think that games have a bright future. And new game engines will merge with reality to some extent someday. I'm glad that visuals will be so realistic now and that they'll encroach/border on reality in the near future. So excited.

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