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Wednesday, April 2, 2014

Far Cry 2: The Dunia engine

Who gets the chance to speak, as Technical Director is responsible for the internal studio Ubisoft for the engine that drives shooter Far Cry 2, Dominic Guay shows that obviously do not ignore it.

Developer Crytek was working with Ubisoft responsible for the first part of Far Cry. The game was made by Crytek, based on the self-built Cryengine. The marriage between the publisher and the developer would be shortly after the appearance of the shooter go wrong, which Crytek teamed up with Electronic Arts. Ubisoft held to break the name of Far Cry, and the company could continue to use the technology used in the game. Use Based on the Cryengine is the development of the Ubisoft Dunia engine built where Far Cry 2 runs.

*Leftovers

The question is what Ubisoft has added to the engine and what the Cryengine still in the code is to be found.
Dominic Guay: "We wanted to Far Cry 2 on the basis of our own technology development and so we knew that a new engine had to make. It is much more difficult to build than to start with an existing engine and it gradually to replace parts. an engine from the ground up, it is possible, but then we would from the beginning at the same time important components such as physics and rendering to program. Hence we have used as a basis. Cryengine Far Cry That gave us the opportunity to continue to focus on our part, completely and are all parts of the engine to be replaced. Moreover, we are not taken lightly. In April 2005, we started the project, we have done the necessary research first. We wanted to know what the capabilities of the Cryengine are, what we wanted to achieve with the Dunia engine and where competition with was busy. We wanted to advance above have clearly how we would deal with the day-night cycle and how we would build. Dynamic lighting We have also gone into the trees and vegetation in the game. "

Far Cry 2
"Our research has lasted until the end of 2005 and beyond, we are going to program., We have spent on pre-production, until early 2007, so the conversion of the engine. Early 2007 we were as far as the rest of the team with the engine could go to work. We were not totally done with our work, but the editors that the rest of the team must play with it were ready, so when we started the actual production of the game. We started all textures, models and develop animations and were the first parts of the game world to build.

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