This is World of Tanks @chems
This is World of Tanks  @chems
Uploaded April 2025 | Updated September 2026, 2 weeks ago
Fall guys with tanks and... cars.

Oh I understand that part of the reason it took them so long wasn't modeling or texturing the map but trying to get the physics to run correctly. Like for example a bug I've noticed is that the road wheels for tanks on moving platforms do not spin even when the tank is moving. Also the speedometer calculates your speed relative to the map origin instead of the surface you are on, like for example if you are driving 100 km/h forward on a platform that is moving 100 km/h backward your speedometer says 0 km/h. I understand fleshing out all this things require time, but this is a billion dollar company working for more than a year, and even if the physics was the hard part, wouldn't that mean making the maps is the easy part? If that's the case how could they only manage to make one map.

If you are saying the physics is the easy part and the map building is the hard part, I would have to disagree since I made the entire spawn area in 40 minutes. If I spent maybe 4 hours I could get it to look 1:1 with the game. I understand Blender is very different (and better) than whatever Wargaming use, in that case could we say with Wargaming's software it would take 40 hours to make the spawn instead? To make the rest of the map maybe it takes 4000 hours? That's still only half a year for a SINGLE person working on it. The math really just doesn't add up here. In reality I think Wargaming are just lazy and haphazardly throws something together, and work on it a few hours here and there.

This concludes my TED talks.


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This is World of Tanks

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