cormack12
Gold Member
Source: https://www.gamedeveloper.com/gdc/-...studio-s-switch-to-open-source-physics-engine
Looks like Gueriila are going to be doing a lot this year again. Really enjoyed their Killzone talks (https://schedule.gdconf.com/search/horizon+forbidden+west/ )
Guerrilla Games is back with Horizon Forbidden West, the highly anticipated follow-up to its 2017 video game about fighting robot dinosaurs in a post-apocalypse future. At GDC 2022, the studio will be covering everything from character faces to storms and bunkers—as well as the studio's exciting switch to an open-source physics engine.
During this session, lead game tech Jorrit Rouwe will describe Guerrilla Games' switch from a commercial physics engine to Jolt Physics, an open-source physics engine that was born as a personal hobby project. By switching to this new engine, the studio saved memory, executable size, and were able to double their simulation frequency while using less CPU time.
Jorrit will cover how they use a physics engine at Guerrilla, how their previous physics engine caused bottlenecks while streaming in data and while interacting with the multi-thread game object update. Jolt was architected specifically to help solve those two problems, so be sure to check out this session to learn about two of the systems that made this possible.
GDC returns in-person to San Francisco, March 21-25, 2022—registration is now open!
Looks like Gueriila are going to be doing a lot this year again. Really enjoyed their Killzone talks (https://schedule.gdconf.com/search/horizon+forbidden+west/ )
Guerrilla Games is back with Horizon Forbidden West, the highly anticipated follow-up to its 2017 video game about fighting robot dinosaurs in a post-apocalypse future. At GDC 2022, the studio will be covering everything from character faces to storms and bunkers—as well as the studio's exciting switch to an open-source physics engine.
During this session, lead game tech Jorrit Rouwe will describe Guerrilla Games' switch from a commercial physics engine to Jolt Physics, an open-source physics engine that was born as a personal hobby project. By switching to this new engine, the studio saved memory, executable size, and were able to double their simulation frequency while using less CPU time.
Jorrit will cover how they use a physics engine at Guerrilla, how their previous physics engine caused bottlenecks while streaming in data and while interacting with the multi-thread game object update. Jolt was architected specifically to help solve those two problems, so be sure to check out this session to learn about two of the systems that made this possible.
GDC returns in-person to San Francisco, March 21-25, 2022—registration is now open!