Google+

Multi-Actor Behaviour Sequencing

Kleine opmerking: Ik ben op het moment druk aan het werk aan de nieuwe site. Ik wil de site echter niet helemaal offline halen, dus je kunt alles nog gewoon bekijken. Maar de werkzaamheden kunnen er wel voor zorgen dat sommige pagina's er een beetje raar uitzien. Het zal niet heel lang meer duren. Happy
woensdag, maart 26, 2014 - 12:05

 

As online gaming continues to surge in popularity, simulation complexity increases rapidly and aggressively multi-core platforms become the standard, decoupling game presentation from simulation becomes increasingly important.

For The Sims 4, we've developed a novel model for rendering high-fidelity synchronized behaviors involving multiple actors, even when driven by a simulation that runs at highly variable and/or low-frame rates, and which potentially communicates with the renderer over a high/variable latency connection.

Historically, such products have often made significant compromises, either by requiring their simulations to run at real-time rates, and forcing extremely rigid synchronization, or by limiting visual quality in critical areas like character animation.

Our solution addresses all of these, and is capable of scaling across a variety of game types by offering a core framework for individual game teams to extend and customize.

Bekijk de rest van de PDF op de GDC Vault website!

Nieuwsarchief

Discord