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The wild at heart gdc
The wild at heart gdc






  1. THE WILD AT HEART GDC SOFTWARE
  2. THE WILD AT HEART GDC OFFLINE

Huge meshes (like mountains) can cast terrain shadows.Blend sharpness can also be varied depending on whether the materials would blend in a blurry way (mud, ice, dirt) or in a sharp way (snow, sand, grass).A "slope-based damp" feature allows to separate artificial materials that normally are displayed on flat surfaces and natural ones that are often displayed on sloped surfaces, having them behave differently for the best visual result.

the wild at heart gdc

Terrain texturing is achieved with two different materials combined, a background one (for instance rock) and an overlay one (for instance snow).Tessellation gives the best results with maximum factors of 8 or 16, which is good especially for console GPUs.The distance between vertices of the terrain is 0.37 cm. The city of Novigrad is 46 by 46 tiles in size.In addition to that, textures need to look good and not be deformed by slopes, terrain must cast shadows and extensive copy-pasting needs to be supported when needed for general landscape. The objective is to support 16384^2 resolution maps, have less than 0.5 meters between vertices of the terrain, various landscape characteristics, holes in the terrain itself to include caves, and being able to do everything with a relatively small team.

THE WILD AT HEART GDC OFFLINE

  • Vegetation is distributed in the world via on-the-fly distribution and and an offline vegetation generator.
  • Umbra 3 supports detachable camera, streaming visualizations, memory statistics and geometry statistics.įinally the " Landscape Creation and Rendering in REDengine 3" panel gave a closer look to the world-building work going on with the game.
  • Umbra 3 doesn't cause any change in the development pipeline, helps with multithreading and allows the developer to plug in his own memory allocator,.
  • In addition to Umbra 3 REDengine also uses other middleware: PhysX, APEX, SpeedTree, Wwise and Scaleform.
  • Umbra also help with LOD and LOD Culling (rendering only what is seen by the player).
  • THE WILD AT HEART GDC SOFTWARE

  • The software allows to stream the world in independent blocks matched at the borders and do it quickly.
  • The " Solving Visibility and Streaming Problems in The Witcher 3" panel explained the use of Umbra 3 Software to help with the streaming of the game's large open world.
  • Simplygon has been integrated in the engine to create LOD in order to reduce work time by 99% keeping up the same quality.
  • the wild at heart gdc

    The Core team is separate and includes 50 developers working on the REDengine and on tech for all the games of the studio.The Witcher team is made of 200 developers split in two business units.








    The wild at heart gdc