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We've mentioned this tech before in the context of Destiny and GDC, but now you can watch the session in its entirety. It's a fairly technical presentation, but is certainly interesting if you want to dig into some of the finer points about what's required to bring a modern game title to life.
Joseph Staten and Christopher Barrett weren't the only Bungie presenters at GDC - Hao Chen was also on a panel with Umbra employee Otso Makinen. Polygon has an article summarizing the talk; it's a neat look into how Umbra and Bungie optimized the rendering techniques in Destiny's engine. (Thanks, Xenos.)
Umbra Software will be presenting with Bungie’s Senior Graphics Architect, Hao Chen, at GDC in a session titled "Powering up Destiny’s Level Creation and Rendering with Umbra 3". They've posted a short preview on their company blog in the form of a couple questions with Hao on why Bungie used their technology for Destiny. Give it a read! (Thanks, RiotPelaaha.)
MCV Nordic has an article talking about some middleware that will be integrated into Destiny - Umbra 3 is involved with automatic occluder generation (helping the game engine keep track of what's visible and what's not, so it doesn't have to draw stuff you can't see), and apparently many of the newest features were developed with feedback from Bungie directly. Fun!