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Multi-Actor Behaviour Sequencing

Please note I'm currently working on the new site. I didn't want to take the site offline though, so you can still visit it. However me working on the site while it's still online means a lot of the pages will appear wonky. But not to worry, it won't take too long. Happy
Wednesday, March 26, 2014 - 12:05

 

As online gaming continues to surge in popularity, simulation complexity increases rapidly and aggressively multi-core platforms become the standard, decoupling game presentation from simulation becomes increasingly important.

For The Sims 4, we've developed a novel model for rendering high-fidelity synchronized behaviors involving multiple actors, even when driven by a simulation that runs at highly variable and/or low-frame rates, and which potentially communicates with the renderer over a high/variable latency connection.

Historically, such products have often made significant compromises, either by requiring their simulations to run at real-time rates, and forcing extremely rigid synchronization, or by limiting visual quality in critical areas like character animation.

Our solution addresses all of these, and is capable of scaling across a variety of game types by offering a core framework for individual game teams to extend and customize.

See the rest of the PDF on the GDC Vault website!

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