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Star Engine

开发星际公民使用的游戏引擎


Star Engine 是开发星际公民曾使用过的游戏引擎,现已改为使用Amazon Lumberyard引擎[1]。 它是Crytek所开发的CryEngine 3引擎的大幅修改版,从最初在Crowdfunding campaign公布的引擎内实机演示开始使用。最后一次使用本引擎的相关更新是在3.8补丁[2]

在2016年12月23号,随着Star Citizen Alpha 2.6.0的公布,CIG同时宣布游戏的开发迁移至了Amazon Lumberyard游戏引擎。该引擎同样是基于CryEngine 3.8的修改版[3],但加入了对Amazon Web Service(AWS)的支持,以及云端计算的特性,以用于“支持开发发次世代级别的在线游戏”[4][5] . 目前并不确定CIG将Star Engine的功能整合进了哪个版本的Lumberyard引擎,也不确定CIG在未来将如何迭代这套开发工具。(截止到2016年11月,当前Lumberyard引擎的版本为 Beta 1.6)。

CIG工作室目前正负责引擎的开发,同时有一部分Crytek的前员工也参与来监管此项目[缺乏引证]

特色功能

虽然CIG时常公开他们的开发过程,但很少有引擎相关的开发信息会向大众公开。以下提到的引擎特性均来源于采访、每月的开发报告以及开发者评论。以下介绍的功能名字可能与CIG内部的命名有所不同,或并不准确。同时,有一部分功能已经被整合进了CryEngine 3.8/Lumberyard引擎,详细可参见Wikipedia-logo-v2.svg CryEngine

以下为自CryEngine3.8后,CIG开发的引擎功能。

主要特性

渲染

  • Object space shader damage (allows 4 different types of damage to be permanently inflicted on ships, including cutting holes, and blended seamlessly into the base shading)
  • Real time environment-probe capture and compression (avoids needing to bake probes in space and on planets)
  • Image based lens flares (use entire source image to simulate 4 different physically based lens distortions per colour channel on up to 20 individual elements)
  • Physically based bloom (wide exponential kernel based purely on light intensity)
  • Human eye exposure simulation (capture histogram of light intensity from both screen and surroundings, isolate range of light we intend to focus on, simulate both pupil and photo-pigment reactions for quick and slow reactions)
  • Major improvements to planar lights (far more physical basis now which results in major quality improvements)
  • Intelligent mesh-merging system (repeatedly searches for best bang-for-buck mesh merge opportunity in a scene until we hit a memory limit)
  • Upgraded volumetric fog (e.g. support for planar lights, light-boxes, env-probe priority sorting)
  • Major upgrade to shadow pool system (all lights share one giant pool for better dynamic resolution scaling, shadows can be cached between frames for better performance)
  • Render target pooling (shares memory between internal textures used in the renderer to vastly reduce VRAM usage)
  • Render to texture pipeline (ability to render secondary viewports with full or limited feature set to then be used as textures in the primary scene, e.g. video comms or holograms)
  • Tiled lighting upgrades (use rasterization light culling for greater efficiency, particle support)
  • Density based LOD algorithm (LODs change based on polygon density to ensure consistent appearance, less artist intervention, and promote more optimal art assets with fewer sub-pixel polygons)
  • GGX normal map filtering (gloss adjusted in mip-chain to best fit of our GGX lighting model to give the same results as super sampled normals)
  • Camera relative rendering (allows 64bit world without incurring any rendering performance hit by maintaining 32bit precision for rendering)
  • GPU Particle System (built from the ground up for efficiency, distinct from Lumberyards and CryEngine's GPU particle systems)
  • Various improvements to transparency sorting (generalized system, allow depth of field and motion blur to not effect nearby in-focus objects, order independent transparency for specific shaders such as hair)
  • Artist friendly profiler (captures statistics per art-team, and per area of the level allowing accurate breakdowns and quick diagnosing of performance issues)
  • Physically based atmospheric scattering
  • Hierarchical object management (efficient searches and culling, local coordinate frames for things like ships inside ships on planets which are rotating etc)[13]

Star Citizen Alpha 3.0.0中使用到的特性 [14]

  • P4K System - improved data handling system
  • Planetary Rotation
  • Temporal Supersampling (TSAA) - previously rendered frames are used to improve the anti-aliasing results on the new frame
  • Improved Screen Space Directional Occlusion (SSDO)
  • New Filmic Tone Mapping Curve (ACES)
  • PBR Glass - Glass (e.g. cockpits) can be rendered with phyiscs-based distortions, cracks, reflections and chromatic effects

更新计划 (截止至2017年10月)[14]

短期计划

  • Terrain Occlusion & Shadowing
  • Gameplay Driven Material Shaders
  • "Space Fog" (Gas Clouds in e.g. asteroid fields)
  • Improved Hair
  • New Shield Effect
  • Depth of Field Improvements
  • Colour Processing Improvements
  • New Motion Blur Implementation
  • Support for Complex Shading Models

中/长期计划

  • Object Container Streaming support on the low level/system side
  • Improved Planet Effects (shadows, clouds, etc.)
  • Improved Space Effects (stars, sun, rings, etc.)
  • Dynamic Global Illumination
  • Batching of physics-thread
  • Batching of render-thread
  • Vulcan backend support


工具及第三方软件

  • Kythera - AI middleware [15]
  • Vulkan API - 3D graphics and compute API [16]
  • Wwise - Sound Engine [17]
  • FMOD - (deprecated) Sound Engine [6]
  • DataForge [缺乏引证] - Data management, Ship & Weapons balancing [6]
  • StoryForge - Dialogue and Conversations system, built upon DataForge [8]
  • VERS 3D (formerly known as PlanetEd) - Editor for creating planets [18]
  • System Layout Tool - Star system layout and design [7]
  • Room Management System - (deprecated) System for players to manage their hangars; now changed and integrated in Item Port System [6]

相关视频

另行参见

引用

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