Author Topic: WM used in Ghost Recon Wildlands - Part Deux - more details...  (Read 709 times)

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sundevildave

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actually part 1 of 2:

https://80.lv/articles/procedural-technology-in-ghost-recon-wildlands/

behind the scenes of a 64k sized WM map.

"We had to do some custom dev on the World Machine. We requested some additional dev to Stephen Schmitt, author of the World Machine. He added an additional variable exposition to the tile rendering system in order to use with a dedicated render farm written in c#.
We ended up piloting World Machine and threw a computation every 3 days across 80 computers."

part 2 of 2:

https://80.lv/articles/procedural-world-building-in-ghost-recon-wildlands/

Man, I am just eating this stuff up! These road finding algos need to be in WM. Is this something that could be macro'd?
« Last Edit: April 21, 2017, 09:43:23 PM by sundevildave »

JakBB

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Re: WM used in Ghost Recon Wildlands - Part Deux - more details...
« Reply #1 on: April 22, 2017, 01:30:23 AM »
If the road algorithms are in World Machine they made them by writing new devices through the PDK, so it's not Vanilla World Machine.

Although they could have made them externally, that would have been much easier, so they probably did.

EDIT: actually it says in the article that they used Houdini for the roads
« Last Edit: April 22, 2017, 01:33:39 AM by JakBB »

sundevildave

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Re: WM used in Ghost Recon Wildlands - Part Deux - more details...
« Reply #2 on: April 22, 2017, 08:46:47 AM »
Not sure it was only Houdini:

  • "Houdini and tools in our pipeline"
  • "The road builder toolset is basically a customized pathfinding algorithm"
  • "...By running the road network through a terraforming tool"
  • "terraforming tool was able to run exclusively on our render farm"

Likely a blend of custom tools and COTS. And, like you said, if they had WM source licensing - they had a good starting point for doing something proprietary. BUT again, like you said, it'd be easier for some functions to be standalone tools rather than make a super-code in WM/Houdini.

Good thoughts there.

EDIT: If all tools are made in Houdini - I need to rethink some of my life choices :)
« Last Edit: April 22, 2017, 09:12:45 AM by sundevildave »

jgwinner

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Re: WM used in Ghost Recon Wildlands - Part Deux - more details...
« Reply #3 on: April 30, 2017, 01:21:34 PM »
I would think someone could write a pathfinding algorithm in the PDK.

I REALLY wish WM had active development :( or I'd do it!


jayhem

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Re: WM used in Ghost Recon Wildlands - Part Deux - more details...
« Reply #4 on: May 05, 2017, 08:19:31 AM »
The most frustrating thing is building 8k tiled maps without having GPU or render farm possibilities. It just takes days and sometimes (never understood why) the blending is wrong (bunch of white spots).