A few weeks ago, Madden 10 lead designer Ian Cummings referred to BackBreaker as utilizing a "physics based engine" in
this blog, but the guys at BB were quick to let him know through twitter that "euphoria isn't a physics engine - it's animation technology that creates unique game moments" and linked to
their site explaining more. Check out the chart in the eupohoria:core section after reading the paragraph below.
Reading through the Cummings blog linked above, he mentions that Madden utilizes four main engines in game:
- Animation Engine - It's called ANT (ANimation Toolkit), and it's shared technology among nearly all of the EA Sports games. ANT provides two things: 1.) a 'tool' which allows us to prepare our raw animations for the game (i.e. tagging when a player is down or what injury impact a tackle has on which body part), and 2.) in-game technology to actually execute all these animations. Anything custom to our game (and NCAA) is built as a plug-in to ANT...so it's actually not part of the low level animation engine. This includes things like IK Foot Pinning, Multi-Character Alignment (for tackles, blocks, etc), Catching, etc
- Physics Engine - Though obviously we don't have a rag-doll solution, we do have physics in our game to handle collision (or else players would just pass through each other and the ball would pass through the ground). This engine is proprietary and custom to Madden only. Havok Physics (by Havok) would be another example of a physics engine.
- Rendering Engine - We have a proprietary rendering engine called RNA that is also used in many other EA games. This handles the 'drawing' of everything in our game to the screen. Another rendering engine example would be 'Gemini', which is the rendering section of Unreal Engine 3.
- AI / Assignment Engine - Another proprietary system, since this is obviously specific to football. The game runs on a multitude of different assignments that a player is in with hundreds & thousands of parameters; things like "deep zone" or "ballcarrier pursuit" or "move to catch" or "get fumble". Some of this is driven directly by the design of the plays (i.e. a run route assignment), and much of the other stuff is dynamic AI (i.e. pursuit).
I don't understand the whole engine or game dev process completely, but it sounds like BB may utilize several in-game engines as well (like Madden), but sub out the top 'Animation Engine' and insert euphoria. BackBreaker's success and long-term football reputation (like Madden, NCAA, & All-Pro Football before it) will still boil down to the AI/Assignment engine or whatever they call their system (Game Logic & Behaviours).
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