We knew Irrational were working on a modified Unreal Engine 3 for
BioShock Infinite when Dan had a chance to chat to the guys earlier this year, but just how much they altered Epic's SDK was still somewhat unknown. Thankfully, after an awkward post on the official IG forums, one fan's desire to know more lead to Irrational's technical director, Chris Kline, jumping in to let us know just what they've changed under the hood of UE3 for BioShock Infinite.
Turns out they're using Natural Motion's 'Morhpeme' technologi
on top of their own animations system, and on the idea of most games offering static environments to traverse through, Kline points out that in the world of BioShock Infinite, the
whole world moves and that to cater for this they created their own tech called "floating worlds" (original, I know).
He also talks about rewriting the SDK's renderer and developing a "proprietary per-pixel dynamic relighting scheme" that "allows characters and dynamic objects to receive global illumination".
There's oh-so-much more to read in the lengthy post,
which can be found right here, but it's awesome to see that, while the team are using a licensed engine, they're not settling for it out-of-the-box.
Posted 10:28am 04/11/10
Posted 04:14pm 05/11/10
My knowledge of such things isn't very extensive though D:
Posted 04:16pm 05/11/10
Posted 09:26am 06/11/10
Posted 10:14am 06/11/10
I don't know about Natural Motion specifically (though I'd assume it does this), but one of the other key things these systems often allow is being able to ragdoll something, have it get thrown around or fall over or whatever, and then switch back to being animation driven and have them transition back from ragdoll to animating again (so getting back up off the ground or whatever). Sounds like a small thing, but when you consider that theres no way to know in advance what position the ragdoll's limbs are gonna be in, or where the ragdoll is going to end up, then you have to transition back into it animating and standing up or whatever again, it takes a fairly hefty chunk of procedural animating, logic and AI.
Posted 10:27am 06/11/10