“For example, we developed a technology we call ‘Floating Worlds’ to allow all of Columbia’s buildings, zeppelins and barges to be in constant motion without affecting performance. “In many cases we needed to come up with entirely new systems to create the world of BioShock Infinite,” explained Kline. A small selection of systems that they have running asynchronously (depending on the platform) include collision detection, ray casting, sound propagation, garbage collection, Sky-Line geometry extrusion, spline proximity tests, AI suppressive fire calculations, data compression/decompression, animation transform and blending, audio processing, particle generation, SSAO, command buffer generation, rigid-body physics and cloth simulation. The developer has also made extensive architectural changes to allow many core engine systems to run in parallel on separate SPUs or CPU cores. Other systems were deeply modified such as physics and content streaming.” “A few examples of systems their teams developed include AI, rendering, audio, animation, entity movement, collision detection, user input. ![]() “Our Core Technology team, led by Steve Ellmore, and our Gameplay Programming team, led by John Abercrombie, have replaced or heavily modified vast portions of Unreal Engine 3 for BioShock Infinite,” said Chris Kline, Technical Director at Irrational Games. ![]() The sequel to the critically acclaimed blockbusters, “BioShock” and “BioShock 2,” has taken advantage of years of technology advancements from both Epic Games, which built the Unreal Engine 3 game engine, and the development team at Irrational Games, which has added its own additions to the core engine to bring the floating city of Columbia to life. “BioShock Infinite” has been amazing critics (with a 94 rating for PC and PlayStation 3 and a 93 for Xbox 360) and gamers alike. ![]() Irrational Games has another hit on its hands.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |