I thought this might be interesting since Asobo and other developers maybe be involved MSFS.
Of course, creating any open world comes with challenges that developers have to address, especially when players are moving through that world at breakneck speeds. Building the streaming technology to handle a massive world where the environments just fly by required the team to pay special attention to how objects were rendered in both the distance and near the player through a number of tools and graphics engine considerations.
Gamasutra recently sat down with David Guillaume and Carl Pedimina of Ivory Tower to dig the technical aspects of creating an online world that is both massive and detailed. The full Q&A below explores lessons learned by the team during development, ranging from how and why devs zoned environments into areas and sectors to lighten the computational load to tips on how fellow game developers can address the issues that creep up during development of their own open world games.
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The core of this feature will be around what kind of technology you use to stream your world. How did you design it? How does it work?[/h]
Pedimina: In the very beginning of the project, we tried to look at middleware like the Unreal Engine. It quickly appeared that this kind of game engine would not do. Our world is huge (approximately 120 km by 75 km) with a lot of different places and moods. Furthermore, the player can drive vehicles that can go over 600 km/h!
However, we did not want to reinvent the wheel. So we decided to take the basis of the Dunia Engine (used at Ubisoft for the
Far Cry series) and revamp it to our needs. Eventually, we rewrote a lot of things like the world editor, the game editor, the world management, the streaming strategy, the graphics engine… and we used only 10-15 percent of the original engine but it allowed us to quickly prototype and build our own engine by providing solid foundations.
I think this is the most important statement he says...
All in all, I think the most important point is the tools: managing a big map can be very tedious and hard to tackle. Computers are here to do automatic tasks, so build as many tools as possible to help you out: checkers, automated processes… There are so many challenges in game dev, so every bit of help is welcome!
Source:
https://www.gamasutra.com/view/news...ques_used_to_build_The_Crew_2s_open_world.php
Map tool shown here and using Blender.
https://zenhax.com/viewtopic.php?t=8879