Game development presentations - a useful reference

It seems Guerrilla Games change physics engine to an open source physics engine created by an employee, They were on Havok. It was a hobby project.

https://www.gamedeveloper.com/gdc/-...sics-engine?_mc=blog_x_game_un_x_gdcsf_x_x-35

And other cool GDC sessions from GG into the game developer article.

The repository of the physics engine
https://github.com/jrouwe/JoltPhysics

https://schedule.gdconf.com/session...west/882755?_mc=blog_x_game_un_x_gdcsf_x_x-35

For Horizon Forbidden West, Guerrilla Games switched from a commercial physics engine to Jolt Physics, an open-source physics engine that was born as a personal hobby project. By switching to this new engine, we saved memory, executable size and were able to double our simulation frequency while using less CPU time. This talk describes how we use a physics engine at Guerrilla, how our previous physics engine caused bottlenecks while streaming in data and while interacting with the multi-threaded game object update. Jolt was architected specifically to help solve these two problems and the talk explains two of the systems that made this possible.


A pdf presenting the physics engine and comparing it with other engine:
https://jrouwe.nl/jolt/JoltPhysicsMulticoreScaling.pdf

Some result, SMT works very well and on AMD CCX the engine performs very well with 8 or 16 cores above the inter CCX communications begins to degrade the performance.
 
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https://www.guerrilla-games.com/read/guerrilla-at-gdc-2022

All the GG presentation at GDC.

Adventures with Deferred Texturing in 'Horizon Forbidden West

To accelerate its foliage and alpha tested geometry Horizon Forbidden West implements a novel loosely tiled deferred texturing system. A visibility buffer is drawn as a pre-pass followed by analysis and shading steps which run entirely in compute shaders. The use of compute shaders also provides extra flexibility that allows for the implementation of a software variable rate shading solution. Due to being able to run on the compute pipes on PS4 and PS5 it is able to overlap both the G-Buffer rendering and the rendering of cascaded shadow maps meaning that analysis and shading typically have very little overhead. This presentation will describe details of the system, and the optimizations and design choices made to integrate it into the Decima engine.
 
Inspiring work from Tomasz, the scene at the end is such a flex, love it! :yes:
 
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