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Videodiario su sistema fluido e tecnologia per Nex Machina, il nuovo sparatutto di Housemarque.
Trascrizione
00:02So, today we're going to deep dive into the engine side of things at Housemarque.
00:06We have a guy behind the tech who's going to tell us all this crazy lingo that none of us
00:11will understand.
00:12But I'll try to make sure that we translate it a little bit to the layman's terms.
00:17Basically, fluids, water simulation tech, and then overall what it means to have a voxel engine and how we render
00:24that whole thing.
00:24Let's go talk a bit more with our main man, the tech guy.
00:29So, the engine is a voxel-based engine and it's more or less based on Resogun, but we're doing something
00:37different now.
00:38So, what's the difference from that engine to the current one?
00:41Yeah, so when we started making this game, we wanted to take the voxel look out of the Resogun, but
00:48we wanted to push it more or advance that.
00:51In the Resogun, our bottleneck was the amount of vertices and the amount of geometry that we render to the
00:57screen.
00:57So, we wanted to get rid of that.
01:00So, we still have the voxel world behind the scenes, but we render it without geometry.
01:06We start from the screen and treat it as a grid of pixels.
01:11So, every pixel is a part of the grid?
01:13Yeah.
01:14And then through each pixel, we start marching a ray forward until we hit.
01:20Until it hits something and then it returns that texture, color or whatever.
01:25Yeah, the material properties and so on.
01:27But it's actually quite fast compared to the fact that you would be rendering tiny, tiny cubes or a lot
01:36of geometry, which might only cover a few pixels on the screen.
01:40Okay, so it's actually fairly good in terms of the performance.
01:45Another thing you've been working on a lot is the water tech.
01:49It's kind of a side thing, but we wanted to make a really cool water tech.
01:53How is it different from a lot of other fluid simulations, if you will?
01:59Well, actually the fluid simulation is of course something.
02:02It has a feedback to the particle system, for example.
02:06And the gameplay events can affect the fluid simulation too.
02:10So, anything you shoot over the water or if particles drop into the water, that makes ripples and waves?
02:17Yeah, those are good examples.
02:18Okay.
02:18Explosions, for example.
02:20Explosions add forces to the simulation.
02:23They push the water surface down and then it generates waves.
02:27Okay.
02:28If, for example, if I would be one of the enemies in the game, you could make me look like
02:34a waterfall.
02:35Yeah.
02:35So, all my movement and facial animations, everything translates directly.
02:39Yeah.
02:39Like shoot you.
02:40I can explode like water.
02:42Yeah.
02:43Like water ripples.
02:45You know, we like to do a lot of explosions and cool things.
02:48Yeah.
02:49And apparently, so the water is interactive, the particles are interactive with shadows and physics and everything and those things
02:56work together too.
02:57Yeah.
02:57So, basically everything is covered by this kind of...
03:01Yeah, we use a lot of particles.
03:04A lot of particles.
03:05A lot of what you see on the screen is actually made of particles.
03:09Right, right.
03:09For example, to the fluid surface, we can emit some particles.
03:13For example, if the wave is high enough or moves like high enough velocity.
03:19Yeah.
03:20We can spawn some particles on top of, for example, the waves.
03:23So, you can have like foam on top of the water or...
03:27Exactly.
03:27Or you can make some lava-like surface patterns.
03:32Right.
03:32But then those particles in turn can affect the simulation also.
03:37They can like add forces to it.
03:38Okay.
03:39So, let me get this straight again.
03:40So, let's say we have a flow of lava.
03:42Yeah.
03:42And you can add kind of this cooled lava on top of it, which is, let's say, more darker.
03:48And then once you get that cooled lava on it, that actually becomes a physical object that then makes the
03:54lava move away from it, for example.
03:56You could do that.
03:57Yeah.
03:57Damn.
03:58Okay.
03:58Sorry.
03:58But this is interesting and we're going to have some cool examples.
04:01I think the sad part is that the game is so fast, so you'll not see everything.
04:06And in the end, this makes up the world and it's all in the details, right?
04:11Yeah.
04:11Exactly.
04:12Absolutely wonderful hearing this.
04:14Thanks, Antti.
04:15Thank you.
04:15Sounds like a very cool tech showcase.
04:18Sure.
04:19So, there you have it.
04:20A lot of really cool geeky tech stuff.
04:23Honestly, take the game Nex Machina when it comes out on June 20th and then just deep dive and look
04:29into it, pause the game and just enjoy all that detail that we've been able to create in the background.
04:35Because, honestly, you won't notice it if you just play the game.
04:52But obviously, we're going to�� it when you start with the game in the game.
04:53Whatever you want if you've got now and if you're going to figure out what we're trying to do that
04:55is help out of the game.
04:55anf.
04:55Aren't playing on YouTube this Is ANGLeCQ, I'm Shigila, but we're coming out of that video.
04:57So,, I'm really curious.
04:58Yeah.
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