Frostbite Engine
From Wikipedia, the free encyclopedia
Frostbite DX Engine is a game engine created by EA Digital Illusions CE, developers of the Battlefield series, for the upcoming Battlefield: Bad Company. Some of its known features include the ability to render (90%) destructible environments.
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[edit] Frostbite DX Engine
Dice developed the new Frostbite DX Win32 engine from the ground up for DirectX 9 Battlefield: Bad Company according to Johan Andersson from Dice. Johan is a self-taught senior software engineer/architect in the central technology group at Dice. For the past years he has been working on the rendering and core engine systems for Battlefield.
[edit] DICE next-gen engine & framework
Built from the ground up for Xbox 360 and Playstation 3, Multi-core PCs with DirectX 9 Shader Model 3 & Direct3D 10 along with SM 4.0 and designed to be used in future DICE games. As time progresses advancements to the engine will continue.
[edit] Shading system backends
- Multiple backends
- DirectX 9 SM3 for PC & Xbox 360
- High-level GPU communication on 360
- Direct3D 10 for Windows Vista
- libGCM for PlayStation 3
[edit] Key feature of shading system
- Rich high-level states instead of low-level platform-dependent states
- More flexible for both user and system
[edit] Editor, FrostED
Asset creation Levels, meshes, shaders, objects Fully separate and C#-based
[edit] Terrain Rendering System
- Long view distance with true horizon
- 32x32 km visible, 2x2 – 4x4 playable
- Ground destruction
- High detail up close
- Very high detail in a distance
- Low memory usage
- Multiple high-res heightfield textures
- Easy destruction of buildings
- Fixed grid LOD with vertex texture fetch
- Normals are calculated in the shader
- Semi-procedural surface shaders
- Allows dynamic compositing