The physics/gameplay/particle engine was written by Ensemble devs, and the deferred renderer was written by @billykhan and I. This demo was shown to Bill Gates to help get Xbox 360 approved. We showed it on a prototype video card from ATI (the X800 maybe - it's been 15 years).
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All rendering and physics simulation was done in real time. It uses an expensive light shaft effect using ray marching through a spotlight shadow buffer. A game entity shot bullets into the room to random places.
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This is the engine that later powered Halo Wars 1, although it went through a lot of modifications to be an RTS engine.
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The Wrench gameplay prototype was a 3rd person outdoor car shooter. We had multiplayer working. The prototype was coming along, but I think Ensemble got pressured by Microsoft to pivot back to RTS game prototypes. This led to the "Phoenix" prototype, which then led to Halo Wars 1
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Halo Wars 1 then turned into Halo Wars 2. I started writing the renderer and geometry/animation preprocessing tools in 2003 (all funded by Microsoft, before I went there full-time).
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Awesome, thanks for sharing! Loved AoE in high school, was definitely on my list of places I wanted to work.
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Ensemble was a VERY good, healthy place to work. The best I've ever worked at. If Valve was "Hunger Games", Ensemble was utopia.
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