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Northlight technology in Alan Wake 2

remedygames.com

101–110 of 274 posts

Re: Northlight technology in Alan Wake 2

#101
post #8

Its refreshing to see something different than another unreal engine based game. It must be extremely challenging to have your own inhouse engine. The engine is one thing. The tooling to build levels, animations etc is maybe even harder. I guess it also gives some advantages. More control over low level architecture gives you more opportunities to optimize. Harder with a all purpose engine like Unreal. Cant wait to p…

The continued legacy of demoscene.

Re: Northlight technology in Alan Wake 2

#103

Earlier quoted context omitted.

Remedy was started by Demoscene hackers, including a bunch of Future Crew folks. You can draw a pretty clean line from the incredible Second Reality demo[1] in 1993 to Alan Wake 2 thirty years later. [1] https://www.youtube.com/watch?v=iw17c70uJes

Not to mention crucial middleware like Umbra visibility, the development of Nvidia's RTX, an AI revolution or two, ... As I've commented before on HN, honestly I could write a small book about these Finnish demoscene gods.

If you do please advertise it on HN. I'll buy a copy.

Re: Northlight technology in Alan Wake 2

#104

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 ).

I don't think it was ever officially confirmed, but word is they excised all the D from their codebase after Quantum Break. They're certainly not looking for D programmers now.

Possible starting point if you want to dig for sources: https://forum.dlang.org/post/lymybpygzfalbdgoaizr@forum.dlan...

Re: Northlight technology in Alan Wake 2

#105
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.

Also Naughty Dog

Re: Northlight technology in Alan Wake 2

#106

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 always a tradeoff between responsive movement and realistic movement. RDR2 has very realistic animations, with the tradeoff being slightly "floaty" controls.

Personally I prefer snappy movement i.e. when I press left the screen character moves left immediately. A more realistic looking animation system introduces a delay while you wait for the feet animation to "catch up" to player input.

Re: Northlight technology in Alan Wake 2

#107
post #106

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 always a tradeoff between responsive movement and realistic movement. RDR2 has very realistic animations, with the tradeoff being slightly "floaty" controls. Personally I prefer snappy movement i.e. when I press left the screen character moves left immediately. A more realistic looking animation system introduces a delay while you wait for the feet animation to "catch up" to player input.

I guess the problem there is pretty fundamental - in reality you'd be tensing muscles and shifting your weight etc before the snappy movement, but the game only knows that you want to move when you move the stick or push a button - so it either has to show that realistic motion after your button press and introduce latency, or sacrifice the realism in the animations.

Re: Northlight technology in Alan Wake 2

#108
post #70

Earlier quoted context omitted.

My reason for refusing to give the Epic store money is pretty simple: Paid exclusives are bullshit. Especially when they're used as fodder to promote "competition", when such things are anything but.

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.

Re: Northlight technology in Alan Wake 2

#109

Earlier quoted context omitted.

Remedy was started by Demoscene hackers, including a bunch of Future Crew folks. You can draw a pretty clean line from the incredible Second Reality demo[1] in 1993 to Alan Wake 2 thirty years later. [1] https://www.youtube.com/watch?v=iw17c70uJes

Not to mention crucial middleware like Umbra visibility, the development of Nvidia's RTX, an AI revolution or two, ... As I've commented before on HN, honestly I could write a small book about these Finnish demoscene gods.

you should!

Re: Northlight technology in Alan Wake 2

#110
post #106

Earlier quoted context omitted.

It's always a tradeoff between responsive movement and realistic movement. RDR2 has very realistic animations, with the tradeoff being slightly "floaty" controls. Personally I prefer snappy movement i.e. when I press left the screen character moves left immediately. A more realistic looking animation system introduces a delay while you wait for the feet animation to "catch up" to player input.

I guess the problem there is pretty fundamental - in reality you'd be tensing muscles and shifting your weight etc before the snappy movement, but the game only knows that you want to move when you move the stick or push a button - so it either has to show that realistic motion after your button press and introduce latency, or sacrifice the realism in the animations.

>I guess the problem there is pretty fundamental

yes absolutely, you can't have both realism and snappy response times.

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