|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
|
CCP Android
C C P C C P Alliance
171
|
Posted - 2014.05.08 05:12:00 -
[1] - Quote
We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same.
http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptx
This technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it)
We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now.
What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in.
|
|
|
CCP Android
C C P C C P Alliance
186
|
Posted - 2014.05.08 08:51:00 -
[2] - Quote
Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while.
I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use.
As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer.
Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance.
The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet
This type of Android
|
|
|
CCP Android
C C P C C P Alliance
189
|
Posted - 2014.05.08 09:22:00 -
[3] - Quote
Cat Merc wrote: Your engine is inferior because there is a 3 after it, instead of 4. 3 < 4.
Ahh, just like the Matrix movies proved ( In the sense that newer == better)
This type of Android
|
|
|
|
|