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Northlight technology in Alan Wake 2

remedygames.com

191–200 of 274 posts

Re: Northlight technology in Alan Wake 2

#191
post #185

In the first example it's still really jarring how much their feet slide around on the ground, or sliding in place as they walk into an object without moving. I wonder when this will ever be solved. Don't get me wrong, the engine is incredible and the visuals and systems are some of the best we have seen.

It’s a solved problem already. Various IK systems will tackle it properly and some games will have your feet IK follow the terrain and hands IK push up against surfaces. However it’s a trade off of performance (the constant ray casting and IK solves aren’t free) but also responsiveness. Many games opt for faster locomotion and responsiveness instead. At the end of the day, it’s a technically solved issue and has been…

IK doesn't "solve" the core problem of realistic character motion. Sure you can tweak foot positions to stop them from sliding but the farther they get from the original animation data the worse the result will look. It's no panacea.

There are new approaches to generating realistic character motion being shown at SIGGRAPH every year, getting better and better, but the best ones are largely too expensive for games to adopt. Plus, for player-controlled characters, at a certain point you run into a fundamental tension between control responsiveness and physical realism of animations.

I recently saw a great article on the topic which even comes with a WebGL demo: https://theorangeduck.com/page/code-vs-data-driven-displacem...

Re: Northlight technology in Alan Wake 2

#192
post #28
post #3

Considering their size (a few hundred people for the whole studio AFAIK), Remedy consistently punches above their weight when it comes to graphics. Off the top of my head only Remedy and CD Projekt Red are able to compete with the big dogs (Unreal, Unity, EA Frostbite) when it comes to image fidelity and performance. Their GDC/siggraph/etc presentations are fantastic for anyone interested in computer graphics or tech…

Insomniac Games (Spider-Man (2), Ratchet&Clank: Rift Apart) and Guerilla Games (Horizon Forbidden West) also both have amazing looking engines.

From Software (souls games)

Rockstar with the GTA series

Valve, Blizzard?

Re: Northlight technology in Alan Wake 2

#193

Yet another team that switches to Luau for scripting; they even made their own VS Code extension. I gave Luau a try recently but the syntax for external type declarations is undocumented and unstable, which made it awkward to test properly, and the available VS Code extensions default to a Roblox environment until you mess with their settings. So mixed feelings for now, I guess this is why they built their own toolin…

I also have my own vscode extension for luau debugging, still have not moved to the type system due to lack of any decent class typing

But the debugger is so good, I dont know any other debugger with such low overhead in any language

Re: Northlight technology in Alan Wake 2

#194
post #177

I always think glimpses of the custom tools used in game dev are really cool. I work in large scale ML systems and I wish there was similar effort put into tools for observability and debugging of neural networks. I'd be tempted to work on game dev tooling one day if there were more remote work opportunities.

Isn't that https://wandb.ai/ ?

How is WanDB different from postgres?

Re: Northlight technology in Alan Wake 2

#195

The page is impossible to zoom. In my firefox the view doesn't change at all when I zoom out or in and on Chrome it only changes minimally.

Just checked in my browser (Vivaldi) and it zooms in and out just fine. On my phone Opera with the "force zoom" setting enabled also works.

Re: Northlight technology in Alan Wake 2

#196
post #47

Am I the only who have no interest in graphics fidelity, but would like to see more physics engines created to play with? Like a fully destructible world would be fun.

There was actually a regress in this respect. Some ten years ago there was a "destructible physics" boom in many big games, but nowadays most games abandoned it. There seems to be a trade-off between graphical fidelity and the opportunity for physics-based manipulation of the environment.

Didn't that happen because Nvidia bought physx when it was the cool new promising tech around and gimped it on anything non-Nvidia?

Re: Northlight technology in Alan Wake 2

#198

Earlier quoted context omitted.

Considering you walk around and don’t have a problem with it, I’d wager that putting a more realistic walk model into a game and changing the control scheme to be a bit more natural would lead to a learnable system for control that would achieve both goals. Say ZMP

Have you played "Death Stranding"? There you 'actively' walk and 'manually' keep balance. It's an interesting experience, but it makes walking a conscious act, it becomes something you do. Arguably that is less realistic than just moving an analog stick, for most people walking is just telling your body to move in direction x.

Amazing game. Goes in the rare category of truly singular games that have no peer. Manhunt(PS2 version) is another.

Re: Northlight technology in Alan Wake 2

#199

I find it interesting that they switch to using lualu from roblock as the scripting environment. I am always curious why so many games techs use Lua for scripting. Especially when designed from scratch

It’s pretty much free to integrate Lua into a game at this point. Anything that can consume a C runtime can embed Lua scripting into itself.

As such, we’ve been seeing it as a go to scripting environment for everything from Baldur’s Gate 1, to Warcraft III, to modern titles like Roblox.

Re: Northlight technology in Alan Wake 2

#200

I find it interesting that they switch to using lualu from roblock as the scripting environment. I am always curious why so many games techs use Lua for scripting. Especially when designed from scratch

> am always curious why so many games techs use Lua for scripting.

It's fast (relative to other scripting languages), familiar, and stupidly easy to embed in a C++ program.

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