From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite

  Рет қаралды 15,542

GDC

GDC

8 ай бұрын

The main game production challenge is more than ever about the artist's ability to produce a massive amount of quality content. Julien Keable, Team Lead for Frostbite Terrain Tools at Electronic Arts, presents the Frostbite Terrain Procedural Framework, currently used by five EA titles as varied as Battlefield 2042 and EA Sports PGA Tour. With it, world artists create interdependent data layers that drive various aspects of the environment: material selection and its attributes, topology, seamless integration of objects with terrain, object scattering and more. Leveraging Frostbite runtime rendering technology, our tools implement an advanced non-destructive GPU-based layer compositing system with data driven behaviors that let game entities affect terrain. With these automated workflows in the editor, artists iterate faster and save hours of mind-numbing manual steps that can be reinvested where it matters.
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Пікірлер: 19
@runnair
@runnair Ай бұрын
The audio effect generated by the audio bitrate compression is priceless! :D (when video soundtrack is on and he is speaking meanwhile)
@JoeSim8s
@JoeSim8s 8 ай бұрын
A real triple A talk!
@stellyboots
@stellyboots 8 ай бұрын
Fantastic presentation. The tech coming from this studio is dazzling. Kudos, Mr. Keable!
@muzboz
@muzboz 8 ай бұрын
Wow, really enjoyed this talk. Impressive tools and tech there. I'm making a game with procedurally generated levels (without an editor as such), and I've got a LOT left to do to really make them look good. I'll definitely be coming back here for a bunch more inspiration on erosions, and melding objects to the terrain, etc, etc. Thanks for the great talk!
@omgnowairly
@omgnowairly 8 ай бұрын
Great talk, thank you for making this available.
@Lycam
@Lycam 8 ай бұрын
Thanks so much, i've been researching this subject so much in past months, i found few resources on how big companies use material masks on procedural generation (runtime generation).
@thebulletkin8393
@thebulletkin8393 8 ай бұрын
As a battlefield fan this stuff is super cool to see
@Madash023
@Madash023 8 ай бұрын
This is some really awesome tech, great talk!
@Dedzigs
@Dedzigs 7 ай бұрын
Woah!
@thecosmonaut4221
@thecosmonaut4221 6 ай бұрын
Imagine if frostbite was free to use, the absolute creations that would be made
@thecosmonaut4221
@thecosmonaut4221 3 ай бұрын
31:31
@Fears_SpectreHW
@Fears_SpectreHW 2 ай бұрын
I love frostbite, I need these on my project. This engine need be the next unreal.
@david.jones.8
@david.jones.8 Ай бұрын
Unreal already has PCG. Whenever we see new engine it's the new shiny thing we want. But best is to stick to a engine and master it
@26moreedays
@26moreedays 8 ай бұрын
What background do you need to have a good base of knowledge to work on things like this?
@YuriMomoiro
@YuriMomoiro 8 ай бұрын
math, programming and 3d art, especially programming renderers not as daunting to learn as you might think though a lot of great resources available on internet free even, just need the time and dedication
@scarpusgaming
@scarpusgaming 3 ай бұрын
13:50 this was of making roads procedurally is so cool!! i want to know how to do this in unreal or blender now
@Fears_SpectreHW
@Fears_SpectreHW 2 ай бұрын
Pls open this engine to devs equal to Unreal, Unity, CryEngine, Godot...
@EvilWorldOfGreed-do1ox
@EvilWorldOfGreed-do1ox 3 ай бұрын
Great though when will we see a truly next gen golf simulation game which truly has next gen graphics with actual animation? When will we see an actual next gen golf game which has thousands of animated environment assets to bring bland boring lifeless world's to life? When? It's fine having pretty graphics, though environments without animated life are useless. When will we see next gen? Games which do not have copied cloned instances, where every scene object has different properties of mass, height, etc where everything is different? When will we have the compute power to actually see games which truly are next gen animated worlds with millions of animated objects, each different from one another and not just copied assets. When?
@linezgames3893
@linezgames3893 8 ай бұрын
Technologically, frostbite is the most complex engine ever made. However the shittiest publishers own them... Patrick bach lost power and left. I been following the engine since before the first release... sad life
I rewrote my dungeon generator!
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