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.

Contents

[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


See more FrostBite Engine information here