Interactions have always been the backbone of games. Introduction of VR pushes the way player interacts with the world, characters and systems to the next level of advancement. Interactions via motion controllers are the main source of immersion and even the little things like the way player pulls the lever become key factor of immersion. Let’s explore the dos and don'ts of designing interactions for VR.
Is making a bigger game on the same, in-house technology difficult? Is there anything else to it than recruiting new people for the team? How big are the changes in technical capabilities of the engine to cope with the needs of larger project? Answers for these question had to be found by 11 bit studios during the development of Frostpunk using their engine which previously fuelled This War Of Mine. This speech will present the evolution of gameplay engine architecture, artificial intelligence systems and implementation of data-driven programming paradigm during the development of Frostpunk.
A handful of useful tips on how to conduct your project and write clean, readable code in order to effectively maintain your game’s codebase.
Procedural rendering at big scale. I will show how to implement a system to procedurally render a galaxy of stars, as well its planets and moons. You will learn about various types of problems that are encountered during rendering such big worlds, we will deal with troubles related to precision of 3D calculations. I will present numerous techniques used to generate needed data, such as value noise and fractal brownian noise, as well how to use them to generate unique set of data required by the application. All of that working on Vulkan and GLSL.