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    Watch_Dogs - Gestion de l'environnement (Middleware)

    Absolute Gaming

    par Absolute Gaming

    33 vues
    Découvrez la gestion de l'environnement dans Watch_Dogs.
    Translation US is available in subtitles

    Traducton par Pierredu43 & Sutty
    Woman: A table football, a box of self service fruit, old games terminals, a stupid rabbit, behind a door which develops with other studios, one of the most anticipated games and the best time guards, we are at Ubisoft. Here as in other game publishers the work of developers implements a central concept in the manufacture of a game - The middleware.

    Olivier Guegdon: Middleware is an element that supports change, a particular function, thus there may be physical management, middleware simulation, physical environment. It may be of special effect middleware, to make smoke, to make flames, to make fires, there may be vegetation middleware. Actually middleware is a logical which will be useful in the complete game environment.

    Woman: A video game unlike a real game is an assembly of many middlewares physical and graphical which allows us to construct an entire universe. For the last Ubisoft development, Watchdogs, 98% of the middlewares have been developed in house.

    Aiden Pearce (Xbox Controller scene): I know the truth

    Cyril Masquilliere: On a game like Watchdogs we have created the systems on world that will allow to manage things like light, for example this scene, can be seen in different ways at different hours of the day and of the night. We will gradually move, the night. And it is a middleware system in the sense that it will influence on the whole system of lighting the city. We will be able to take another example, any beast, will be to change the time (weather). As you can see perhaps, the leaves were flying and these leaves flying were reacting to a middleware which is a middleware wind. Then I can show you the wind, the way we developers perceive the wind, that will never be seen by players. The example we will trigger, rain. Here its going to rain in the world and from that moment the area will react with water drops, and if we see the characters and the cars we have appropriate behaviour. These systems change radically the spectrum of possibilities we have in a game and therefore the spectrum of experiences. To physical middleware we will be able to view information that drive the 3d system and the physical system. Typically what you see here it is the parts that will make collisions and 4 small green crosses which represent the contact points of the wheels that they will answer the physical. At time T we will be able to determine for example that adherence to the ground will be lower because it will answer a tip on a surface friction. The example, you have a can that reacts to the wind so who are animated automatically by the system. Nobody has ever told this can you will be animated this way. Therefore these very high level systems have consequences on the entirety of the game and the experience of game play. You will not drive the same way when the weather is raining, you'll be hindered, the car will skid. The same as that in the world we will end up with characters of artificial intelligence which will be dedicated behaviors. For example when it rains they tend to hide in shelters because it's raining. Behavior they will have is influenced by the fact that it rains, at this moment, and it is night. It is actually 23.59hrs in the game, at 23:59 there are some people who leave the theater. By contrast, if you had arrived in the middle afternoon, the behavior would have been different because potentially, the theater wasn't open at the time.

    Olivier Guegdon: Of interest, to have a middleware is that several games, several game productions, in different studios can reuse elements. And we can try to extract, and make a middleware for repackage for other productions game. This is one of the very issues in the production of modern games.

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