Nothing Special   »   [go: up one dir, main page]

Continuous World

Download as ppt, pdf, or txt
Download as ppt, pdf, or txt
You are on page 1of 57

The Continuous World of

Dungeon Siege

GDC 2003
Scott Bilas
scott@gaspowered.com

Gas Powered Games


Everything on fire, all the time

Cell Phones?

Overview
What

is Continuous World?
Concepts
Terrain
Game Objects
World Streamer
Odds and Ends

What is Continuous World? V1.0


Many

Jak & Daxter, Drakan PS2, Spec Ops, flight sims

What

games have similar sounding feature


does it mean to Dungeon Siege?

No loading screens except initial game load


Gameplay never stops from begin to end
Seamless indoor/outdoor transition
Extreme changes in environment
Constantly changing working set of resources
8-Way client/server multiplayer (#@!!)

What is Continuous World? V2.0


Realized

Fine-grained streaming avoids choke points


No arbitrary constraints in any direction
Extreme density and variety of content possible

Scary

new advantages during development

things too

Teleportation across the map


Took over entire game despite our best efforts

(Fun) Demo!

Concept: Siege Node


Basic

Drives entire game

3D

artist makes mesh and exports to game

Mesh is completely arbitrary, no engine constraints on


size, shape, lights, textures, connections
Can mark polys as floor, water, etc.

Map

3D terrain element (tile)

= instanced meshes placed into graph

Placement done with Siege Editor


Similar to Lego system snap pieces together

Concept: Siege Door


Nodes

are connected along doors

Legacy term from when they really were doors

Artists

choose verts for each door in Max tool

Concept: Game Object


Represents

all non-terrain and


interactive logic content
Similar: Entity, Actor, Object, Pawn, etc.
99% are based in Siege Nodes

Node = spatial owner (this is key)

Result:

terrain engine drives game objects

Nodes act as buckets for spatial sorting


Nodes used for relative queries (whos near me?)

Concept: World Frustum


Visualize

as a box moving through the world

One owned by and centered on each party member


Intersect with world node graph to decide which
nodes and Gos are kept in memory and active
Box dimensions configurable by code or content
Large superset of view frustum
Anything outside the box does not exist

Term

is misleading and inaccurate (sorry)

(Happy) Demo!

The Precision Issue


Gigantic

continuous world != numerical stability


Increasing distance leads to quantized space

Eventually everything is in the same place


Increasing float precision will not solve

Conclusion:

axe the unified coordinate system

Segment the world


Periodically reset precision by switching
coordinate systems
Now you can go in any direction forever, worry free!

The Precision Issue (cont.)


Experimented

for a while
Ended up with variation on portal engine

Each chunk of geometry has its own space


Geometry (nodes) are linked together into terrain

Evolved

beyond FPU precision solution

Became primary method of subdividing space


Root of countless optimizations

There

is no world space!

Engine Mechanics
3D

Position had to be augmented

SiegePos = node ID + x,y,z (relative to node origin)


Can represent a position anywhere in the map

Rendering

to avoid seams

Just render nodes on top of each other


Stitching to form continuous mesh not necessary

Engine Mechanics (cont.)


Node

graph = entire continuous world terrain

Each node has a unique ID


Linking done through doors
Door really = transform under the hood

Engine

is 3D, but up is always up

Nodes are rotated in flat space to hook together


Can think of engine as old fashioned 2D tiles
Permits significant optimizations (e.g. pathfinder)
Had to alter some design elements such as flying

Constructing Worlds
Maps

built using our Siege Editor tool

Choose a start node, the type of node you want to


place near it, and flip through orientations
Drop objects into nodes and customize properties
Repeat hundreds of thousands of times!

Sarah Boulian is giving a talk on this in an hour


(go see it!!)

Constructing Worlds (cont.)


Maps

broken into regions

Editor not continuous; edit in chunks that fit in RAM


Stitch regions together, game sees as continuous

Allows

terrain that bends space

Convenient for designers (easier to make things fit)


Fading = interpenetrating terrain invisible to player
Goofy possibilities: infinite desert, moebius strips

(Fading) Demo!

World Space
Ok,

we actually do have world space

For one frame


Maybe longer, but dont count on it
Need world space for diff calcs, render tris, etc.

Space

is tracked by choosing a target node

This node defines space (its origin = world origin)


We just use the center of the current world frustum
Frustum moves with each party member
Party member crosses node: new coord system

World Space (cont.)


Why

Good balance of testing vs. efficiency


Need to change as often as possible to avoid boundary
conditions

The

change at node boundaries?

Space Walk

New coordinate system = must rebuild space


Each node requires transform to target node space
Walk outward from target node, visit neighbors, accumulate
transforms (similar to skeletal animation system)

War Story

The Arrow Problem


Walking

Find containing node for arrow to collide Gos


Relative coords requires starting node for ray trace
Ray trace has to walk outwards to max depth
Arrows can fly right through people!

Arrows

process

would break every couple weeks

Fading, scaling, attaching, spawning, collisions


Had frequent problems with node-straddling systems
(projectiles, particle system, etc.)

Evicting Nodes
Frustum

= cache management system

Anything inside is kept active in memory


Anything outside is thrown away or put on death row

Algorithm

Walk outward from target node


Any nodes intersecting frustum box are loaded
All others are deleted, and contained Gos notified that
they have left the world
Complicated by multiple frustums!

Multiple Frustums
Originally

implemented for party-split feature

Later required for multiplayer anyway

Implementation

Multiple simultaneous coordinate systems


Glomming technology to determine winner

Single

player still needs it

One is considered active and its contents get time


Everything else, time is frozen (by design, but good for
CPU also)

(Multi-Frustums) Demo!

Great World Detail


World

originally sparsely populated


Artists started experimenting with density just
to see how it would perform, what it would look
like, and

Evicting Game Objects


With

60,000 Gos per map, very important

That can take up a lot of memory


Have to classify critical/non-critical

Deciding

what to throw out (not like nodes!)

Keep everything: machine runs out of memory


Keep nothing: lose critical quest states and have I
killed boss X and gotten loot Y triggers
Want to try for keep nothing but err on the side of
keep everything.

Eviction Strategies

Fluff removal

Automatic expiration on leaving the world


Scid retirement

lodfi

(Scid = static content identifier)


Try to self destruct everything possible

Data reduction

Scidbits
Model/texture purging

Continuous Logic
Building

No fixed places (like level transitions) to delete everything


old and load everything new
No entry/exit points to hang scripted events
Long term game stability far more important
Difficult to affect objects not immediately nearby

Not

interactive logic without levels is hard

only is world continuous, but logic is too!

This took years for us to fully grok


Cant cover very much of it today!

Continuous Logic (cont.)


Continuous

world = constant change

0.4% of the games resources are in memory


Gos are constantly entering and leaving the world
Leaving is the hard one!

Dependencies

among Gos must be weak

Your referenced Go may leave world next frame


It may get deleted, too
A new one may get put in its place with the same ID
(although this is unlikely)

Two men enter, one man leaves

Continuous Logic (cont.)


Game

must be very tolerant of failure

Especially at frustum boundaries


Added a number of self-healing features
Multiplayer complicated things a little

Multiplayer
Each

Too expensive for bandwidth, CPU, otherwise


Server tells each client to create objects that are in its
frustum, and deletes them outside (no expiration)
Frustum membership used to route RPC packets

State

machine only knows about local frustum

delta transfer

Track dirty Gos


Send delta packet with creation request
Transfer minimum visual data required for client

(Dirty Gos) Demo!

World Streamer Implementation


Secondary

thread, loads resources

Primary thread makes requests:


nodes, textures, Gos
Textures use blank (or white) placeholder on load
Gos fade in when loaded
System bets on the objects being there

Streamer Problems
CPU

performance

Must be < 20% on second thread or player notices


Want to keep the load steady, not bursty
Original intention was DMA only, but zlib killed that
Kept load balanced by throttling work order filling

Continuous

performance

We are experts at thread contention (not good!)

Thread Contention
Bad

Much of Go load path on second thread


including parameterized content (gah!)
Most of game had to be thread protected
SmartHeap had to run serialized (5% perf loss!)

Not

threading model for Gos

fully solved

Still hitches due to lack of serious time spent on it


Maintenance of systems too difficult

Odds and Ends


Teleporting

hackery (H.U.B. system)

Became critical must-have feature


Engineering nearly drank the Kool-Aid

Implementation

Elevator system and invisible nodes


Wacky node swapping
Frustum size and fog changes to smooth load
Complicated level designer wiring of objects
It works!! Ship it!!!

(Teleporter) Demo!

Pathological Cases
The Castle Ehb
Its

slow

Blamed on high poly for a long time (partially true)


Was at end of game so few played it

Profiling

Implicit optimizations towards farmhouse nodes


Lighting expects small nodes (relatively few verts)
Game dbs expects few node occupants

Lesson

reveals

learned

Um, play the game (not obvious!)

Pathological Cases
U-Shaped Terrain
Direction

of motion
through world matters!
Exposed extremely obscure bug

Occurred in a totally normal-looking area


Caused Edge-of-World Syndrome
Complicated by multiple frustums, as usual

Lesson

learned

Build test maps for all possible boundary conditions


Not as obvious as this may seem

Hardware Problems
Setup

issues collide with streaming data perf

Hard drive fragmentation


Heavy reliance on DMA transfers enabled
Other games just load slower DS is paralyzed

Exercise

of most computer systems at once

CPU, video, HD, network, sound all constantly used


L33t overclocker troublemakers!
Quake 3 runs fine

Fun! Before and After

Further Reading
GDC

Neverwinter Nights Client/Server Postmortem,


Mark Brockington, Scott Greig
Highly Detailed Continuous Worlds,
Stuart Denman
Building an Object System, Alex Duran
Technology of Jak & Daxter, Stephen White
A Data-Driven Game Object System, Scott Bilas

Further Reading (cont.)


Papers

Postmortem: Gas Powered Games Dungeon


Siege by Bartosz Kijanka (on Gamasutra)
Be sure to read my paper in the Proceedings, it
goes into details in many places this lecture did not

Done!
Suggested Comments:
This is the (best/worst) talk Ive ever (been to/slept through)
<Insert name of speaker> changed my life forever.
I H4X0R YUO ALL!@!1!!
(He/she) didnt go into enough detail, and bored me to death.
(He/she) went into too much detail, and bored me to death.

Contact Info
Scott Bilas
scott@gaspowered.com
http://www.drizzle.com/~scottb/gdc
Paper is posted there currently
Slides will be posted sometime next week

You might also like