Nothing like this has ever been attempted in an Assassin’s Creed and to achieve the shots an entire new water system had to be implemented as part of a new game engine. Multiple ships are riding wild waves, while shooting canon fire rains debris of fragmented ships into the water, which is also reflecting water depth, sky conditions, ship wakes and forming crashing ships. Actually, Torres says they need to render the water – the ships and game action – much faster than real time to allow for the new AnvilNext Render Engine to still handle the characters, their ships and sails.Įarly in the game, in fact before the ACIII game titles are even on screen, we the gamers are at sea traveling to the Americas, but it is the later Naval battles that are particularly impressive. Today Ubisoft’s team has to render complex oceans in realtime, interactively. In feature films just a decade ago, rendering oceans was reason enough to seek an Oscar. Georges Torres, Senior Technical Director for ACIII, explained that given the fraction of a cycle time they are allowed, his team could render at 200 frames per second if there was only water in shot.
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