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Gamereactor Nyheder Dead Island 2
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Hvordan Dead Island 2 skubbede Unreal Engine 4 til grænsen

Yager, der arbejder på Dead Island 2, var en af de første udviklere i verden til at arbejde med Unreal Engine 4, og når man er med så tidligt, støder man uundgåeligt på mystiske…
Rasmus Lund-Hansen 22 august 2014

Yager, der arbejder på Dead Island 2, var en af de første udviklere i verden til at arbejde med Unreal Engine 4, og når man er med så tidligt, støder man uundgåeligt på mystiske fejl. Det fortæller design director Bernd Diemer blandt andet om i dette interview. Blandt andet faldt de over en fejl, der opstod fordi de havde mere end en halv million objekter i spilverdenen.

"We built LA and it was super big. You know level designers, if you don't watch them levels grow," siger Diemer. "That's what they do. Then we looked at it and we had this really super annoying bug that the player would fall through the world. Randomly. You know you are walking around and all of a sudden you fall through the landscape into eternity. Our guys couldn't find what was wrong with it. You know it happened sometimes, sometimes it didn't. And then we finally started talking to Epic and said ' hey dudes, we have this weird error, falling through the world' and they said 'hmm, we've never seen that before. Let us take a look'. We gave them a build and one of their guys looked at it and met with our guys and then they said 'actually, what's happening is we have a limit of half a million physicalised entities in the world and you guys are passed that'. And then we said 'can we have more, please?' and then back and forth Epic and our guys did deep metrics shit. That's the proper scientific term. And talked to Nvidia cause it was related to GPU as well and now we can have more."

I interviewet kommer Diemer blandt andet også ind på designfilosofi og spillets coop-koncepter.

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