Doom to Dunia: A Visual History of 3D Game Engines
Frostbite
We're not sure why EA Digital Illusions CE (DICE) opted to call their game engine 'Frostbite,' but one thing's for sure - this engine was designed to blow things up.
Built from the ground up for the multi-core PCs, Xbox 360, and PlayStation 3, characteristics of the Frostbite engine include large destructible landscapes, destructible buildings and objects, and even destructible foliage, all of which are evident in Battlefield: Bad Company, a game which boasts that up to 92 percent of the environment can be destroyed.
DICE makes it clear that Frostbite isn't intended as a Battlefield-only engine and that things like procedural texturing helps developers overcome numerous design issues, such as memory bandwidth constraints. Frostbite can also be described as a Shader-heavy engine with multiple shading backends, including DirectX 9 Shader Model 3.0 (PC and Xbox 360) and Direct3D (Vista).
Date Released: 2008
Notable Games: Battlefield: Bad Comany 1 & 2, Battlefield 1943
Anvil / Scimitar
According to Claude Langlais, Technical Director of Ubisoft Montréal, most of the engine and tools used for Assassin's Creed were built from scratch. This, along with wanting a dedicated tools team to build, support, and evolve those tools led to the decision to build the Anvil engine (formerly known as Scimitar) from the ground up.
Along with having flexible tools, fluid animation was an early goal of the Anvil engine, which is evident when climbing or hopping buildings in Assassin's Creed. To make that animation possible, Anvil needed to be a multi-threading engine. This also allowed the game developers to create a game world that would be loaded dynamically.
Increasingly common to modern game engines, Anvil includes a bit of middleware, primarily for collision detection and pathfinding AI, as well as Autodesk's HumanIK middleware to enhance animation and movement mechanics.
Date Released: 2008
Notable Games: Assassin's Creed, Prince of Persia, Shaun White Snowboarding
Dunia
While Dunia has so far only been used in Far Cry 2, Ubisoft has stated it plans to use the engine for several future projects. The engine itself shares its roots with CryEngine, but according to Ubisoft, only 2-3 percent of the code got re-used.
Dunia is also much more forgiving on PC hardware than CryEngine 2, which was used in Crysis. While Dunia takes advantage of multi-core processors and supports both DirectX 9 and 10, Dominic Guay, Far Cry 2's Technical Director, pointed out in an interview with Gamasutra that they had Far Cry 2 running on a Pentium 4-class processor with a GeForce 6600 graphics card.
Destructible environments, night-and-day cycles, non-scripted enemy AI, support for large player maps without specific levels, and a dynamic music system are all traits of Dunia.
Date Released: 2008
Notable Games: Far Cry 2
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