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Northlight technology in Alan Wake 2

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201–210 of 274 posts

Re: Northlight technology in Alan Wake 2

#201

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

No additional dependencies, full control over what libraries get included, and no insane folder structure requirement.

Re: Northlight technology in Alan Wake 2

#202

> "the characters won't bump or get stuck into objects in tight spaces". After playing the first ‘boss’ in AW2, this is an amusing claim to read. The controls and environment interaction are maddening.

I would label AW2 as garbage - a schizophrenia sim paired with a dull board game where you arrange post-it notes.

Remedy/Sam Lake dropped the ball.

Instead of making another game cut from the same brilliant Alan Wake cloth they botched it and took out most of what makes the original game great.

Re: Northlight technology in Alan Wake 2

#203
post #186

Wait, so they have an ECS game engine with a AAA renderer and nanite-like tech along with a lua based scripting engine and Hollywood level facial animation? They should release the engine. It's a solid competitor to Unreal (more scalable due to ECS, easier to write with Luau)

Epic Games funded the development of Alan Wake 2 and the game is also an Epic Games Store exclusive (which I painfully found out wanting to buy the game but being on Linux), so I assume competing with Unreal would burn some bridges there

Epic Games-compatible launchers exist for Linux, so you can still buy and play the game (it seems to work fine with Proton).

Re: Northlight technology in Alan Wake 2

#204
post #185

Earlier quoted context omitted.

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…

IMHO IK provides enough to counter the issues the person I was replying to was mentioning.

Now of course you can go above and beyond that for more realistic motion and , but having worked in the space, I would Serguei that is also solved without requiring recent research. Most recent motion research is about novel motion generation but the general problem of dynamic adjustment to authored animation has been solved by several systems already. But just like my original comment, there’s both a development and runtime cost to all of this.

Re: Northlight technology in Alan Wake 2

#205

Earlier quoted context omitted.

Lots of studios do. Turning internal software into a product for others is a different thing.

Yeah, even Valve have (maybe surprisingly) chosen not to license the Source 2 engine.

That's technically not true – they've licensed it out to Facepunch to create a sequel to Garry's Mod (which was one of the most popular Source 1 games): https://sbox.facepunch.com/about/. It is the only one we are aware of though.

Re: Northlight technology in Alan Wake 2

#206
post #186

Wait, so they have an ECS game engine with a AAA renderer and nanite-like tech along with a lua based scripting engine and Hollywood level facial animation? They should release the engine. It's a solid competitor to Unreal (more scalable due to ECS, easier to write with Luau)

Epic Games funded the development of Alan Wake 2 and the game is also an Epic Games Store exclusive (which I painfully found out wanting to buy the game but being on Linux), so I assume competing with Unreal would burn some bridges there

Epic Store works on Linux too. Tried it with steam deck.

Re: Northlight technology in Alan Wake 2

#207
post #146

Earlier quoted context omitted.

>I don't honestly care what shitty storefront something is on, as long as its not limited to one. But that's not unique to paid exclusives. That's not even unique to Epic, Valve's own games are exclusive to a single storefront. You should boycott them for the same reason. There is a cost to releasing games on multiple storefronts, forcing games to release on multiple stores only hurts smaller developers. Some smaller…

I'm strictly talking about the ones that are paid timed exclusives, nothing else. No where did I say anything about being anyone being required to do anything. You added that. If a publisher chooses to do a single store front, then fine w/e. I don't have a problem with that. Its when a storefront bribes a publisher to keep a product exclusive to one store, in an attempt to force consumers on to that store that they l…

AW2 was funded by Epic. They are thr publisher in this case.

Re: Northlight technology in Alan Wake 2

#208

Earlier quoted context omitted.

That’s fair. I view it as just business. It certainly doesn’t affect me or any consumer. It only affects Valve, which I don’t care about. Maybe valve should pay developers more. Epic takes far less than steam does from developers, so I definitely understand the appeal to developers.

It does affect some consumers, without valve and proton, I would probably not be playing many games.

Proton works for non-steam games too.

Re: Northlight technology in Alan Wake 2

#209

I would love to know how they feel today about using D in their ecosystem, that is, if they still are, and see what challenges they have faced during AW2 development. For reference: - Using an Emerging Language in Quantum Break ( https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdceurope201... ); - DConf 2016: Quantum Break: AAA Gaming With Some D Code -- Ethan Watson ( https://www.youtube.com/watch?v=7YjLW7anNfc ).

As with many things at games studios using a different language (or unique technology) is usually driven by a single person. Once they leave or move out of the place where they could contribute and maintain it, unless it has support and buy in from the rest of the team and studio, it starts to gets replaced.

From the grapevine I heard there was one person that advocated for writing in D, though I'm not sure if they are still there or not any more.

Re: Northlight technology in Alan Wake 2

#210
post #69

Earlier quoted context omitted.

Only for the next Witcher series. Cyberpunk 2 (w/e it ends up being called) is still on their in house engine. (Don't ask me for a source, I don't remember where I saw that info)

> Cyberpunk 2 (w/e it ends up being called) is still on their in house engine. How sure of that are you? There are several reports that the sequel to Cyberpunk 2077 will be using UE5 as well. As in, CD Projekt Red have purposely switched all future projects to UE5. * https://screenrant.com/cyberpunk-2077-phantom-liberty-dlc-la... * https://kotaku.com/cyberpunk-2077-phantom-liberty-expansion-...

I can confirm that all future games at CD Projekt RED will be using Unreal Engine.

Unless of course something changes during the development of the next Witcher game and they decide to go back to RED Engine.

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