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Building Tank Squad in Unity: A Conversation on Constraints

February 28, 2026 Introduction Tank simulation is a niche within a niche. Players expect weight, authenticity, and consistency. Developers face budgets, deadlines, and technical constraints. I contacted Robert (Tr3b0r), lead developer of Tank Squad , to discuss the reality of building a tank sim in 2026. He agreed to an open conversation. This post documents that conversation. It is documentation of the reality behind the code. 1. The Reality of Development Before discussing code, we must discuss context. Tank Squad is not built by a faceless corporation. It is built by a small team surviving real-world constraints. Team Size: 5 core devs (2 programmers, 2 artists, 1 QA/design).  History: The team scaled to 20-25 people in 2021-2022 under publisher pressure. Funding fell through. They down sized to the core 5 to continue.  Engine Choice: Unity was chosen for familiarity ( Tank Mechanic ) and speed of iteration. "The project started in 2020 and back then our publi...

Why the Best Tank Sims Still Run on Engines You've Never Heard Of

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  1. The Session I just played Tank Squad and Call to Arms: Panzer Elite back-to-back. Tank Squad : The tank has weight and feel, but it is clunky to get the best from it. Controls are a mess of buttons. Not intuitive. Call to Arms: Panzer Elite : Nicer to play, but enemies see through trees. Optics do not work as expected, some thing is off with ballistics. I play both without HUD. Neither game is designed for that. It feels awkward. I went back to the original Panzer Elite to see if it was my memory . It just works. 2. Why the OGs Work: The Physics Panzer Elite (1999), T34vs Tiger,  Steel Fury: Kharkov 1942 , Steel Armor: Blaze of War , Steel Beasts Pro PE . They share one thing: bespoke engines. Not Unity. Not Unreal. Code written for one purpose: simulate a tank. Lookup Tables vs. Real-Time Calculation Generic engines (Unity/Unreal): Calculate ballistics in real-time using floating-point mathematics. Single-precision ( float ) loses accuracy as...

Call to Arms: Panzer Elite - A Clear Shift Toward the Sim Crowd

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St. Vith and crossing of the river Our When I first saw Call to Arms: Panzer Elite , my immediate reaction was disappointment. It looked like another arena-style tank game, something in the vein of World of Tanks . Bright HUD elements. Helper overlays. A presentation that felt more competitive-arcade than tactical simulation. And to be fair that impression wasn’t entirely wrong. But Early Access development has revealed something important: the developers are listening. The Turning Point With recent updates, Call to Arms: Panzer Elite introduced configurable HUD presets: Immersive Casual Custom Players can now: Disable large parts of the interface Toggle the HUD completely Reduce helper elements Tailor the visual layer to match their preference That changes the conversation. Added the ability to quickly configure the HUD for realism versus accessibility Why UI Matters More Than People Think Simulation is not only about ballistic modelling or damage systems. It is also about: Informati...

WW2 Tank Battle Map & Unity Terrain Generator

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WW2 Tank Battle Map & Unity Terrain Generator I created a terrain generator for Unity, anyone can create heightmaps for their Unity/Unreal games. WW2 Tank Battle Map & Unity Terrain Generator A  tool for visualizing 30 major WWII tank battles and exporting real-world terrain data as 16-bit heightmaps for Unity and Unreal Engine. Technical Architecture This application functions as a client-side Geographic Information System (GIS) and image processing pipeline: Geospatial Data: Embedded database of 30 battles across Eastern, Western, North African, Italian, and Pacific fronts, including elevation, combatant stats, and results. Terrain Capture: Utilizes html2canvas to grab specific map bounds while bypassing road/label overlays for "clean" terrain. Heightmap Processing: Converts RGB data to grayscale.  Normalizes data to 16-bit (0-65535) for professional game engine compatibility. Features for Game Developers Area Dimensions: Real-time calculation of width/height in kil...

TvT_REDUX Patch 0.001 – Modern System Support & Script Overhaul

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I’m pleased to announce the initial pre-release of TvT_REDUX Patch 0.001 . This patch marks a major milestone in my ongoing effort to bring T-34 vs Tiger up to modern standards. The focus of this release is stability, modern OS compatibility, improved Level of Detail behaviour, and a deep overhaul of legacy game scripts . Patch 0.001 establishes a solid technical foundation on which future work can safely build. Verification & Stability Testing This build has gone through a two-stage verification process to ensure it behaves correctly on modern systems: Stage 1 Confirmed that the new REDUX base build installs cleanly and runs correctly on a fresh game installation. Stage 2 Applied Patch 0.001 to the REDUX base. Successfully completed the first two missions on both German and Soviet sides with no crashes or progression issues. Key Features in Patch 0.001 Modern Operating System Support Full integration of dgVoodoo ( d3d9.dll , DDraw.dll ) Not needed for age correct PC's Des...

Decoding the "Missing Manual" for T-34 vs Tiger

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Resurrection:  The Quest: Digital Archaeology To mod T-34 vs Tiger (TvT) correctly, I had to reconstruct a 2007-era development environment from the ground up. I built a dedicated Windows XP Virtual Machine to host a specific stack of software: Maya 5 for modeling and Photoshop 5 for texturing (both sourced via the Internet Archive). This setup allowed me to finally utilize the original, proprietary G5 Tools and Shader Creator exactly as the developers intended. The Discovery: What the Manual Doesn’t Tell You The original G5 manual found in the tools folder is incomplete. It implies that after export, the object will "just appear" in the editor. Through days of trial and error, I’ve identified the "Four Handshakes" required to actually implement a custom asset: The Texture Handshake: The G5 exporter does not generate DDS textures. These must be created manually in Photoshop 5 and then converted to the game's .tex . Model in Maya5 The Model Handshake: ...

How a Forgotten WWII Game Was Built to Last

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  Five Things T-34 vs. Tiger Got Right and Why They Still Matter Old video games are often treated as sealed artifacts. Their code is compiled, their assets locked behind proprietary formats, and the tools used to create them long gone. Approaching a mid-2000s title today usually means fighting undocumented binaries and opaque data structures. T-34 vs. Tiger is often assumed to be one of those games. It isn’t. I’ve known for years that it was built differently. I was part of the MMP mod team, and I’ve modified the game myself. What has changed since then isn’t the underlying design, but our ability to document it cleanly and explain why it works as well as it does. Looking through the game’s files today doesn’t reveal hidden cleverness so much as it confirms an engineering philosophy that was already evident at the time: use standard formats, keep data readable, and don’t over-engineer problems that don’t need it. This article isn’t about rediscovery. It’s about explaining w...