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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 CryEngine。
以下为自CryEngine3.8后,CIG开发的引擎功能。
主要特性
- Large World (64位世界空间坐标)
- Object Container Streaming
- Mega Map
- Zone System
- Local Physics Grids
- Room System
- Camera Relative Rendering [6]
- Procedurally Generated Planets
- PBR (基于物理的渲染)
- 作为物理实体的太阳(双星系统或者在轨道上爆炸的飞船有可能照亮行星表面) [1]
- Subsumption AI [7]
- Unified First- & Third-Person animations
- Unique Global Entity ID [8]
- Generic Instance Manager [9]
- 宇宙模拟器 [9]
- 数据持久性 (玩家信息服务器、状态服务器、大厅服务器及持久性玩家) [9]
- Item Port System [10]
- StarNetwork
- GOST (Game Object 状态) (reworked to newer system[6])
- "Grabby Hands" - 现已被整合进货运系统及掠夺系统,[9][11] 用于抓取和移动对象(例如货物),最初计划在(后来被推迟的)Astro Arena或SATABall第一人称射击游戏模式中发布。
- Multi-LayerBlend - 角色着色器的特性 [12]
- iPredictor (角色运动) system [9]
- Diffusion (基于云技术的后端服务框架)
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]
在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
- Gamers Nexus - Video Interview with Chris Roberts on Engine Architecture & Zoning Optimization (2015)
- Gamers Nexus - Video Interview with Chris Roberts on Instancing & Player Counts (2015)
- Gamers Nexus - Video Interview with Chris Roberts on Procedural Generation (2014)
- Gamers Nexus - Video Interview with Chris Roberts on Character Tech, Weather System, & Engine Architecture (2016)
- Gamers Nexus - Video Interview with Sean Tracy on CPU thread management, Jobs System, Character Technology, Lighting, sun/planet movement, Authoring Tools & AI (2016)
- Gamers Nexus - Video Interview with Sean Tracy on Parallax Occlusion Mapping for Biomes edge-blending; Spring Tension and Inverse Kinematics for the Rover & Ships (2016)
- Gamers Nexus - Video Interview with Chris Roberts on Procedural Planets V2 (2016)
- Gamers Nexus - Video Interview with Sean Tracy on 64-bit Engine Tech & Procedural Edge Blending (2016)
- Gamers Nexus - CitizenCon 2016 PlanetEd tool
- Chris Roberts on DX12 & Vulkan support
- Squadron 42 Trailer (2012)
另行参见
引用
- ↑ 1.0 1.1 Gamers Nexus - Interview with Chris Roberts, summary
- ↑ Gamers Nexus - Interview with Sean Tracy, summary
- ↑ Erin Roberts: "Lumberyard is completely based on Cryengine", wccftech, Star Citizen Switches Engines: Move Along Folks, Nothing to See Here, Dec 24, 2016
- ↑ Star Citizen Newsletter - Alpha 2.6 with Star Marine!, December 23rd, 2016
- ↑ Clarification by Chris Roberts on the switch to Lumberyard
- ↑ 6.0 6.1 6.2 6.3 6.4 Monthly Report Oct 2014
- ↑ 7.0 7.1 Monthly Report Sept 2014
- ↑ 8.0 8.1 Monthly Report Nov 2014
- ↑ 9.0 9.1 9.2 9.3 9.4 Monthly Report April 2015
- ↑ Monthly Report May 2015
- ↑ Subscriber's Town Hall with Austin Developers
- ↑ Monthly Report June 2015
- ↑ Ali Brown comments on Star Engine renderer on Spectrum
- ↑ 14.0 14.1 CitizenCon 2017 Graphics Engineering Panel "Beyond the Cutting Edge"
- ↑ Kythera by Moon Collider
- ↑ Ali Brown (Director of Graphics Engineering) comment about Vulkan
- ↑ Wwise
- ↑ PlanetEd reference