Open World Gamedev 2024/001
Hi and welcome to the first issue of 2024, and the eighth issue in total! Today's date is 2023-12-31.
I didn't think I'd make one this soon, but I got a fair amount of time over the holidays so... here we are! On another personal note, still open-world-related, is that I'm proud and happy to announce that we finished the "March of the Ants" release for Tides of Revival (opens in a new tab) recently. You can see the update video for that down below, and you can download and try it out on itch.io (opens in a new tab).
For this issue the theme is... π₯π₯ Scale! How do we make big games good?!
Share me: Boosting the newsletter helps more people find it so please do. π₯° Here are the announcement posts for Twitter (opens in a new tab) and Mastodon (opens in a new tab).
Help out: Would you or someone you know be interested in helping out with the newsletter, the Open World Gamedev discord, and/or Tides of Revival? Perhaps someone who would like to learn some copy-writing, some video production, some basic coding, some community management, some organizing and some spreading of the word? We could use some assistance! :)
π Newsletter Video!
No review today!
πΊ Videos
- [AI] Star Citizen: Quantum, Quasar, and Virtual AI (opens in a new tab) by Tony Zurovec.
- [AI] Virtual Insanity: Meta AI on Assassin's Creed: Origins (opens in a new tab) by Charles Lefebvre.
- [Animation] NVIDIAβs New AI Trained For 5,000,000,000 Steps! (opens in a new tab) by Two Minute Papers. β¨
- [Art] The Real Size of Solitude: Skyrim in UNREAL ENGINE 5! (opens in a new tab) by Leo Torres. β¨
- [Game Design] Building Better Towns for Open World Games (opens in a new tab) by Katya Pateva. β¨
- [Game Design] I'm obsessed with Skyrim's geology (opens in a new tab) by Cor Canish. β¨
- [Game Design] Skyrim Analysis | A Quick Retrospective (opens in a new tab) by PatricianTV. β¨
- [Game Design] Starfield Analysis | A Quick Retrospective (opens in a new tab) by PatricianTV. β¨
- [Humor] Playing the bad guy is hard (opens in a new tab) by Viva La Dirt League. β¨
- [Misc] A Thorough Look at Fallout [Revised/Expanded/HD] (opens in a new tab) by Noah Caldwell-Gervais. β¨
- [Misc] The Future of Gaming: StarEngine (opens in a new tab) by Star Citizen. β¨
- [Misc] Tides of Revival: Release of Hill 2: March of the Ants (opens in a new tab) by Anders Elfgren. β¨
- [Performance] going fast is about doing less (opens in a new tab) by leddoo. β¨
- [Performance] Performance Optimization, SIMD and Cache (opens in a new tab) by Sergiy Migdalskiy.
- [Performance] When Your Game Is Bad But Your Optimisation Is Genius (opens in a new tab) by Vercidium. β¨
- [Procedural Generation] An introduction to graph rewriting for procedural content generation (opens in a new tab) by The Shaggy Dev. β¨
- [Procedural Generation] God Tier Landscapes in Unreal (opens in a new tab) by UNDINI.
- [Procedural Generation] Procedural Modeling Using Graph Grammars (opens in a new tab) by Paul Merrell Research. β¨
- [Procedural Generation] Star Citizen Live: Painting Planets (opens in a new tab) by Star Citizen.
- [Procedural Generation] The Matrix Awakens: Generating a World (opens in a new tab) by Quentin Marmier. β¨
- [Procedural Generation]Procedural Sub-Biome Scattering Tool (opens in a new tab) by Giuseppe Modarelli.
- [Production] How FatShark constructed their central asset pipeline with Simplygon (opens in a new tab) by Jesper Tingvall and Krister Larsson. β¨
- [Programming] A Roadmap to Entity Relationships (opens in a new tab) by Sander Mertens. β¨
- [Programming] Arcanum Prototypes & Structures (opens in a new tab) by Timothy Cain. β¨
- [Programming] Layer-Based Procedural Generation for Infinite Worlds (opens in a new tab) by Rune Skovbo Johansen.
- [Programming] Open World Streaming in Dying Light 2 (opens in a new tab) by Εukasz Burdka. β¨
- [Programming] Two-Level Radiance Caching for Fast and Scalable Real-Time Global Illumination in Games (opens in a new tab) by Guillaume Boisse. β¨
- [Rendering] Creating vast skyscapes using volumetric clouds (opens in a new tab) by Daniel Elliot Jones. β¨
- [Rendering] Global Illumination Based on Surfels (opens in a new tab) by Henrik Halen and Andreas Brinck.
- [Rendering] How do Major Video Games Render Grass? (opens in a new tab) by SimonDev. β¨
- [Rendering] I Tried Simulating The Entire Ocean (opens in a new tab) by Acerola. β¨
- [Rendering] Landscape Creation and Rendering in REDengine 3 (opens in a new tab) by Marcin Gollent.
- [Rendering] Starfield: The Digital Foundry Tech Review (opens in a new tab) by Digital Foundry. β¨
- [Rendering] This Is How Games Fake Water (opens in a new tab) by Acerola. β¨
- [Resource Management] Handmade Hero Day 132 - Asset Streaming (opens in a new tab) by Casey Muratori.
- [Resource Management] HandmadeCon 2016 - Asset Systems and Scalability (opens in a new tab) by Casey Muratori.
- [Resource Management] What is USD? (opens in a new tab) by Robin-Yann Storm. β¨
- [Tools] Creating the world of Enshrouded (opens in a new tab) by Enshrouded. β¨
- [Tools] From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite (opens in a new tab) by GDC. β¨
- [Worldbuilding] A Hole Where You'll Freeze to Death (opens in a new tab) by Casual Earth.
- [Worldbuilding] Pax Dei - Making the World (opens in a new tab) by Pax Dei. β¨
- [Worldbuilding] Should Adventurer's Guilds Exist? (opens in a new tab) by The Grungeon Master. β¨
- [Worldbuilding] Step-by-step Worldbuilding (opens in a new tab) by Worldbuilding Corner. β¨
- [Worldbuilding] The Politics of Fantasy Maps (opens in a new tab) by Worlds Unreal.
- [Worldbuilding] Worldbuilding Pipeline at Twirlbound (opens in a new tab) by Ilia Tonev.
Sidenote 1: Katya's talk was great. Acerola's are always a solid recommendation. And those videos by Patrician and Noah, well, they are certainly... big.
π Articles
- [AI] Study: Navigation Mesh Generation (opens in a new tab) by Stevefsp.
- [Art] Guerrilla Horizon Forbidden West: Burning Shores Art Blast (opens in a new tab) by Daniel Wade. β¨
- [Game Design] Hex-based Campaign Design (Part 1) (opens in a new tab) by Erin D. Smale.
- [Game Design] More Major Encounters (opens in a new tab) by Erin D. Smale.
- [Interview] Avatar: Frontiers of Pandora - the big developer tech interview (opens in a new tab) by Alex Battaglia.
- [Procedural Generation] Around The World, Part 1: Continents : Frozen Fractal (opens in a new tab) by Thomas ten Cate.
- [Programming] Compressed Random-Access Trees for Spatially Coherent Data (opens in a new tab) by Sylvain Lefebvre and Hugues Hoppe.
- [Programming] Heightmap compression implementation results/comparison. (opens in a new tab) by deftware.
- [Programming] How Northlight makes Alan Wake 2 shine (opens in a new tab) by Remedy Games. β¨
- [Programming] Job System - Dangling Pointers by Jeremy.
- [Programming] Low-Level Thinking In High-Level Shading Languages 2023 (opens in a new tab) by Kostas Anagnostou.
- [Programming] Use the GPU, Luke! (opens in a new tab) by Arnaud CarrΓ©. β¨
- [Rendering] Day Night Cycle using LUT in Fragment Shader of Materials (opens in a new tab) by Shahriar Shahrabi. β¨
- [Rendering] Mesh Shaders on RDNAβ’ Graphics Cards (opens in a new tab) by GPUOpen.
- [Rendering] Octahedral Impostors (opens in a new tab) by Ryan Brucks.
- [Rendering] Physical Units for Lights (opens in a new tab) by Eric Haines. β¨
- [Rendering] Radiance Cascades (opens in a new tab) by Alexander Sannikov.
- [Rendering] The God of War Texture Optimization Algorithm: Mip Flooding (opens in a new tab) by Sergi Carrion. β¨
- [Rendering] When to make LODs (opens in a new tab) by Jason Booth.
Sidenote 2: That Nav Mesh Generation study is a gem!
π¦ Assets, Code & Tools
- [Assets] Textures for VFX - Database (opens in a new tab) by Simon.
- [Blender Plugin] Treezy (opens in a new tab) by IRID.
- [Book] Game Audio Mixing: Insights to Improve Your Mixing Performance (opens in a new tab) by Alex Riviere. β¨
- [Book] Physically Based Rendering 4E (opens in a new tab) by Matt Pharr, Wenzel Jakob, and Greg Humphreys.
- [Book] Tech Anim In Video Games (opens in a new tab) by Matthew Lake.
- [Community] HexCrawl subreddit (opens in a new tab) by WormSlayer.
- [Demo] Webgl-Erosion (opens in a new tab) by Lan lou.
- [Godot Plugin] Terrain3D (opens in a new tab) by Roope Palmroos et.al. β¨
- [Library] Animation Compression Library (opens in a new tab) by Nicholas Frechette.
- [Library] PlanetTechJS (opens in a new tab) by Miguel Myers. β¨
- [Library] Terra (opens in a new tab) by Jonathan Behrens. β¨
- [Paper] OpenPBR Surface shading model (opens in a new tab) by Academy Software Foundation.
- [Procedural Generation] Random Creation - library of universally useful random generators (opens in a new tab) by elfvesala.
- [Production] Book of USD (opens in a new tab) by Remedy Entertainment. β¨
- [Tool] Hexroll (opens in a new tab) by Pen, Dice & Paper. β¨
- [Tool] Terrain Synth (opens in a new tab) by Kenneth Pirman. β¨
- [Tutorial] Crash Course in BRDF Implementation Code Sample (opens in a new tab) by Jakub Boksansky. β¨
- [Tutorial] hextile-demo (opens in a new tab) by mmikk.
Sidenote 3: Hexroll is super cool!
π Cool Nuggets β¨
- A year of geonoding (opens in a new tab) [N] (opens in a new tab)
- Asset licensing organization (opens in a new tab) [N] (opens in a new tab)
- Asynchronous asset loading (opens in a new tab) [N] (opens in a new tab)
- Circular clipmaps (opens in a new tab) [N] (opens in a new tab)
- Contextual random encounters (opens in a new tab) [N] (opens in a new tab)
- Continuous cubic monotonic interpolation (opens in a new tab) [N] (opens in a new tab)
- DB-like queries for games (opens in a new tab) [N] (opens in a new tab)
- Dense forest demo request (opens in a new tab) [N] (opens in a new tab)
- DX12 Zig starter project (opens in a new tab) [N] (opens in a new tab)
- Dynamic road generation (opens in a new tab) [N] (opens in a new tab)
- Fast Inverse lerp (opens in a new tab) [N] (opens in a new tab)
- Fixed width lines (opens in a new tab) [N] (opens in a new tab)
- Foliage in Avatar (opens in a new tab) [N] (opens in a new tab)
- Fractal texturing (opens in a new tab) [N] (opens in a new tab)
- Game user-facing UI libraries (opens in a new tab) [N] (opens in a new tab)
- Global illumination with radiance cascades (opens in a new tab) [N] (opens in a new tab)
- Grass in Ghosts of Tsushima (opens in a new tab) [N] (opens in a new tab)
- Hex grid transitions (opens in a new tab) [N] (opens in a new tab)
- Horses in video games (opens in a new tab) [N] (opens in a new tab)
- How HDDA sees the world (opens in a new tab) [N] (opens in a new tab)
- Hue-preserving tonemapping (opens in a new tab) [N] (opens in a new tab)
- Immersive Sim Discovery Queue (opens in a new tab) [N] (opens in a new tab)
- Lights from sprites (opens in a new tab) [N] (opens in a new tab)
- Mountain forest trek (opens in a new tab) [N] (opens in a new tab)
- Octahedral mapping function (opens in a new tab) [N] (opens in a new tab)
- Optimizing Avatar (opens in a new tab) [N] (opens in a new tab)
- Planet shader (opens in a new tab) [N] (opens in a new tab)
- Planet system (opens in a new tab) [N] (opens in a new tab)
- Procedural, fully editable, edge-looping landscape (opens in a new tab) [N] (opens in a new tab)
- Sane C++ Libraries (opens in a new tab) [N] (opens in a new tab)
- Screen Space Fog Scattering (opens in a new tab) [N] (opens in a new tab)
- Screen Space Indirect Lighting shadertoy (opens in a new tab) [N] (opens in a new tab)
- Screen space shadows (opens in a new tab) [N] (opens in a new tab)
- Shader tutorials (opens in a new tab) [N] (opens in a new tab)
- Stable radix sorting in the GPU (opens in a new tab) [N] (opens in a new tab)
- StarEngine trailer tech art analysis (opens in a new tab) [N] (opens in a new tab)
- Tech debt hot takeπ₯ (opens in a new tab) [N] (opens in a new tab)
- Terrain vertex optimization (opens in a new tab) [N] (opens in a new tab)
- Voxel Cloud Pack (opens in a new tab) [N] (opens in a new tab)
- Water stream audio (opens in a new tab) [N] (opens in a new tab)
Sidenote 4: Rune Skovbo Johansen (opens in a new tab) is on a roll and has been showing off some really nice stuff. I added links to nitter this time since "X", in all its wisdom, is no longer showing threads if you're not logged in. Oh and I really liked the post on hex grid transitions, it's something I've thought about myself.
π Bonus Stuff
- [Misc] Font size is useless; letβs fix it (opens in a new tab) by Nikita Prokopov.
- [Performance] Hotspot performance engineering fails (opens in a new tab) by Daniel Lemire. β¨
- [Performance] Myths Programmers Believe about CPU Caches (opens in a new tab) by Rajiv Prabhakar.
- [Production] State-Space Prototyping (opens in a new tab) by Martin Annander.
- [Rendering] A gentler introduction to ReSTIR (opens in a new tab) by Kostas Anagnostou.
- [Rendering] What Is A Graphics Programmer? (opens in a new tab) by Acerola. β¨
Endnote: As always, thanks for reading! π I'm on Twitter (opens in a new tab), Mastodon (opens in a new tab), Youtube (opens in a new tab).
You can also come and chat to open worlders over at our Open World Gamedev / Tides of Revival Discord server (opens in a new tab). Many of the resources get posted and discussed there first.