4 ms·
I've long been fascinated by watching the translation over the last generation of consoles to jobified systems. The folks at Guerilla Games (Killzone, Horizon:
by crocodiletears 7y ago
I've long been fascinated by watching the translation over the last generation of consoles to jobified systems. The folks at Guerilla Games (Killzone, Horizon: Zero Dawn) hasve a great document on how they jobified their gameplay loop for the last Killzone title [0]. The transition to multithreading systems which greedily take in jobs has enabled exceptionally complex and dynamic worlds, but depending on the implementation can easily come at the cost of determinism - which is honestly a pretty niche requirement for modern single-player titles.
Game engines are like supercars, and occupy a rare space in software outside of academia where individual developers are continuously innovating on an architectural level, integrating knowledge from multiple fields, and enthusiastically sharing their work with their peers.
That kind of development is often too 'in the weeds' to be economic for most development houses, but I think there's a lot of transferable knowledge waiting to be picked up on by other developers willing to keep an eye on the space.
[0] https://www.guerrilla-games.com/read/killzone-shadow-fall-threading-the-entityupdate-on-ps4 https://www.guerrilla-games.com/read/killzone-shadow-fall-th...