LOGO Emil Persson Head of Research Joel de Vahl Engine Programmer.

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Presentation transcript:

LOGO Emil Persson Head of Research Joel de Vahl Engine Programmer

Populating a Massive Game World

Introduction Avalanche makes big games! o Just Cause km x 32km o Just Cause km x 32km Same size, but JC2 >> JC1 o More content  World well populated  Focus on areas outside of key missions  Designed for replayability o More "life"

Retrospect Just Cause 2 was great... but o Our tools sucked o Our pipeline had grown organically o Lots of down-time and horrible turnaround times Fortunately: o We have come a long way since then

Bringing it to life World simulation Diverse game and climate zones Jungle, arctic, desert, sky zone etc. Unlimited draw distance Landmarks Distant lights Verticality

World Simulation There is always something going on o Civilians o Vehicles o Animals Also important to gameplay Dynamic weather system Day-night cycle o Variable time speed

Time of day cycle

Vegetation Rendering Four systems for rendering 1. Full models with LOD 2. Impostors 3. Forest carpet 4. Forest fins

Vegetation Rendering

Landmarks Large draw distance All of the world visible from anywhere Only near locations streamed in Replace whole location with one model Important to show far landmarks

Landmarks

Lighting Just Cause 2 used Tiled light indexing Described in detail in GPU Pro Later switched to Deferred Lighting Currently Clustered Deferred Lighting Refer to Advances in Real-Time Rendering course Far lights visualized with point sprites

Distant lights

Verticality

Content Modularization Reusable modules Multiple instances Updated module -> updated instance Procedural placement

Landscape Authoring 512x512m patches (Stream Patch) All data required for patch Stored separately Edited using in house editor Mesh procedurally generated

Vegetation Authoring Procedural with artist control Artist sets up properties System places vegetation Allows for placing single trees

Vegetation Authoring

Content build problems Organically grown build system No clear dependencies Frequently broken builds World export from editor Bad hot reload support Long turnaround times

Content build fixes Build system Compiler framework Dependency walker Compiler optimizations Better logging/messages In game bug display

Content build times Before o 45 minutes data o 45 minutes nav meshes o 40 hours world export (4 x 10 hours) After o 12 minutes data o 8 minutes nav meshes o 15 minutes location compile

Build distribution Batch files to get latest Switched to Slug Copy essentials Stream the rest

Conclusions More meaningful content World perceived as larger Reduce build times Faster iterations, better content Trust the build Fail as early as possible Requires good error messages

Questions?

Bonus slides

Code build Primarily C++ Long compile and link times Custom batching build step Used to use VS build system and Incredibuild Transitioned to JAM/WAF and build servers Used to be one monolithic code base Core split up into separate libs