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	<id>https://assassinscreedwiki.accesstheanimus.com/index.php?action=history&amp;feed=atom&amp;title=Anvil_%28game_engine%29</id>
	<title>Anvil (game engine) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://assassinscreedwiki.accesstheanimus.com/index.php?action=history&amp;feed=atom&amp;title=Anvil_%28game_engine%29"/>
	<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;action=history"/>
	<updated>2026-06-08T02:23:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=1122640&amp;oldid=prev</id>
		<title>Soranin: /* References */</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=1122640&amp;oldid=prev"/>
		<updated>2026-05-10T22:21:30Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;References&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:21, 11 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l24&quot;&gt;Line 24:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 24:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Reflist}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Reflist}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;!--&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/del&gt;[pt-br:Anvil (motor de jogo)&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/del&gt;]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;!--[pt-br:Anvil (motor de jogo)]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;!--&lt;/del&gt;[ru:Anvil Engine]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;--&amp;gt;&lt;/del&gt;--&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[ru:Anvil Engine]--&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Development tools]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Development tools]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Soranin</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=1121508&amp;oldid=prev</id>
		<title>Soranin: Text replacement - &quot;\[\[ru:(.+)\]\]&quot; to &quot;&lt;!--[ru:$1]--&gt;&quot;</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=1121508&amp;oldid=prev"/>
		<updated>2026-05-10T20:07:18Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;\[\[ru:(.+)\]\]&amp;quot; to &amp;quot;&amp;lt;!--[ru:$1]--&amp;gt;&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:07, 10 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l25&quot;&gt;Line 25:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 25:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Reflist}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Reflist}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;!--[[pt-br:Anvil (motor de jogo)]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;!--[[pt-br:Anvil (motor de jogo)]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/del&gt;[ru:Anvil Engine]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/del&gt;--&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;!--&lt;/ins&gt;[ru:Anvil Engine]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;--&amp;gt;&lt;/ins&gt;--&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Development tools]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Development tools]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Soranin</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=1115058&amp;oldid=prev</id>
		<title>Soranin at 01:58, 6 May 2026</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=1115058&amp;oldid=prev"/>
		<updated>2026-05-06T01:58:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:58, 6 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Era|Real}}{{WP-REAL|AnvilNext}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Era|Real}}{{WP-REAL|AnvilNext}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Anvil&#039;&#039;&#039;, known as &#039;&#039;&#039;Scimitar&#039;&#039;&#039; until 2009, is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an &lt;/del&gt;engine developed by [[Ubisoft|Ubisoft Montreal]] for use with two of its most successful franchises, &#039;&#039;[[Assassin&#039;s Creed (series)|Assassin&#039;s Creed]]&#039;&#039; and &#039;&#039;{{Wiki|Prince of Persia}}&#039;&#039;. One of its most innovative features is its use of Autodesk&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[http://gameware.autodesk.com/humanIK &lt;/del&gt;HumanIK&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;] middle-ware &lt;/del&gt;package.&amp;lt;ref name=&quot;GamingExecellence&quot;&amp;gt;{{Cite web|url=http://www.gamingexcellence.com/ps3/features/13.shtml|title=Exclusive: Assassin&#039;s Creed Q&amp;amp;A - The Scimitar Engine|author=Feature Staff|publisher=&#039;&#039;GamingExcellence&#039;&#039;|date=25 October 2007|accessdate=12 May 2012|archiveurl=https://web.archive.org/web/20190910164612/http://www.gamingexcellence.com/features/exclusive-assassins-creed-q-and-a-the-scimitar-engine|archivedate=10 September 2019}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Anvil&#039;&#039;&#039;, known as &#039;&#039;&#039;Scimitar&#039;&#039;&#039; until 2009, is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a game &lt;/ins&gt;engine developed by [[Ubisoft|Ubisoft Montreal]] for use with two of its most successful franchises, &#039;&#039;[[Assassin&#039;s Creed (series)|Assassin&#039;s Creed]]&#039;&#039; and &#039;&#039;{{Wiki|Prince of Persia}}&#039;&#039;. One of its most innovative features is its use of Autodesk&#039;s HumanIK &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;middleware &lt;/ins&gt;package.&amp;lt;ref name=&quot;GamingExecellence&quot;&amp;gt;{{Cite web|url=http://www.gamingexcellence.com/ps3/features/13.shtml|title=Exclusive: Assassin&#039;s Creed Q&amp;amp;A - The Scimitar Engine|author=Feature Staff|publisher=&#039;&#039;GamingExcellence&#039;&#039;|date=25 October 2007|accessdate=12 May 2012|archiveurl=https://web.archive.org/web/20190910164612/http://www.gamingexcellence.com/features/exclusive-assassins-creed-q-and-a-the-scimitar-engine|archivedate=10 September 2019}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Development==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Development==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;According to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;technical director [[Claude Langlais]], modeling &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;done in {{Wiki|Autodesk 3ds Max}} for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environment, &lt;/del&gt;and in {{Wiki|ZBrush}} for characters. Autodesk&#039;s HumanIK &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aids &lt;/del&gt;in calculating the positions of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playable &lt;/del&gt;character&#039;s hands and feet in the world, such that they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;convey &lt;/del&gt;a convincing animation sequence. The engine was improved in &#039;&#039;[[Assassin&#039;s Creed II]]&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in order &lt;/del&gt;to include day and night cycles, enhanced lighting, reflections, AI, and NPC navigation systems.&amp;lt;ref name=&quot;AC2 Engine&quot;&amp;gt;{{Cite web|url=http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/|title=Assassins Creed 2: Engine detailed|author=Bayer, Thilo|publisher=&#039;&#039;PC Games Hardware&#039;&#039;|date=19 May 2009|accessdate=12 May 2012|archiveurl=https://web.archive.org/web/20120222154931/http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/|archivedate=22 February 2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;According to technical director [[Claude Langlais]], modeling &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was &lt;/ins&gt;done in {{Wiki|Autodesk 3ds Max}} for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environments &lt;/ins&gt;and in {{Wiki|ZBrush}} for characters. Autodesk&#039;s HumanIK &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aided &lt;/ins&gt;in calculating the positions of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player &lt;/ins&gt;character&#039;s hands and feet in the world, such that they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;conveyed &lt;/ins&gt;a convincing animation sequence. The engine was improved in &#039;&#039;[[Assassin&#039;s Creed II]]&#039;&#039; to include day and night cycles, enhanced lighting, reflections, AI, and NPC navigation systems.&amp;lt;ref name=&quot;AC2 Engine&quot;&amp;gt;{{Cite web|url=http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/|title=Assassins Creed 2: Engine detailed|author=Bayer, Thilo|publisher=&#039;&#039;PC Games Hardware&#039;&#039;|date=19 May 2009|accessdate=12 May 2012|archiveurl=https://web.archive.org/web/20120222154931/http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/|archivedate=22 February 2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===AnvilNext===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===AnvilNext===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:AnvilnextLogo.png|thumb|250px|The AnvilNext logo]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:AnvilnextLogo.png|thumb|250px|The AnvilNext logo]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the successor to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;Anvil, the AnvilNext engine &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boasts &lt;/del&gt;several new technological tools for developers &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to work with&lt;/del&gt;, including deferred lighting, ambient occlusion, support for a dynamic weather cycling system, a new camera mode, improved crowd AI, as well as advancements in animation and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improved &lt;/del&gt;visuals. The technology pioneered in the game &#039;&#039;[[Assassin&#039;s Creed III]]&#039;&#039;.&amp;lt;ref name=&quot;GI&quot;&amp;gt;{{Cite web|url=http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|title=Assassin&#039;s Creed III: The Redesigned Anvil Engine|author=Bertz, Matt|publisher=&#039;&#039;{{Wiki|Game Informer}}&#039;&#039;|date=28 March 2012|accessdate=12 May 2012|archiveurl=https://web.archive.org/web/20120330004433/http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|archivedate=30 March 2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the successor to Anvil, the AnvilNext engine &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boasted &lt;/ins&gt;several new technological tools for developers, including deferred lighting, ambient occlusion, support for a dynamic weather cycling system, a new camera mode, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;improved crowd AI, as well as advancements in animation and visuals. The technology pioneered in the game &#039;&#039;[[Assassin&#039;s Creed III]]&#039;&#039;.&amp;lt;ref name=&quot;GI&quot;&amp;gt;{{Cite web|url=http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|title=Assassin&#039;s Creed III: The Redesigned Anvil Engine|author=Bertz, Matt|publisher=&#039;&#039;{{Wiki|Game Informer}}&#039;&#039;|date=28 March 2012|accessdate=12 May 2012|archiveurl=https://web.archive.org/web/20120330004433/http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|archivedate=30 March 2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It was rumored that no previous in-game animations from the &#039;&#039;Assassin&#039;s Creed&#039;&#039; series were carried over to the AnvilNext engine, with the intent of bringing an entirely fresh feeling to [[Ratonhnhaké:ton]]. This was proven false, as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;several &lt;/del&gt;various animations are still present in &#039;&#039;Assassin&#039;s Creed III&#039;&#039; and subsequent games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in the series, &lt;/del&gt;built on the AnvilNext engine.&amp;lt;ref name=&quot;Kotaku&quot;&amp;gt;{{Cite web|url=http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|title=50 Things About Assassin&#039;s Creed III That You Should Know|author=Totilo, Stephen|publisher=&#039;&#039;{{Wiki|Kotaku}}&#039;&#039;|date=26 March 2012|accessdate=21 May 2013|archiveurl=https://web.archive.org/web/20130128072519/http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|archivedate=28 January 2013}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It was rumored that no previous in-game animations from the &#039;&#039;Assassin&#039;s Creed&#039;&#039; series were carried over to the AnvilNext engine, with the intent of bringing an entirely fresh feeling to [[Ratonhnhaké:ton]]. This was proven false, as various animations are still present in &#039;&#039;Assassin&#039;s Creed III&#039;&#039; and subsequent games built on the AnvilNext engine.&amp;lt;ref name=&quot;Kotaku&quot;&amp;gt;{{Cite web|url=http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|title=50 Things About Assassin&#039;s Creed III That You Should Know|author=Totilo, Stephen|publisher=&#039;&#039;{{Wiki|Kotaku}}&#039;&#039;|date=26 March 2012|accessdate=21 May 2013|archiveurl=https://web.archive.org/web/20130128072519/http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|archivedate=28 January 2013}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext reportedly &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/del&gt;possesses the ability to render crowds in thousands, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while &lt;/del&gt;the previous engine was limited to the hundreds. The engine also allows for the implementation of a dynamic game world, enabling the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world &lt;/del&gt;to change &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;itself &lt;/del&gt;over &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the course of &lt;/del&gt;time. This means that enemy settlements may appear or disappear&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;relating to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;events in the game.&amp;lt;ref name=&quot;GI&quot;/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext reportedly possesses the ability to render crowds in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;thousands, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whereas &lt;/ins&gt;the previous engine was limited to the hundreds. The engine also allows for the implementation of a dynamic game world, enabling the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environment &lt;/ins&gt;to change over time. This means that enemy settlements may appear or disappear relating to events in the game.&amp;lt;ref name=&quot;GI&quot;/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext has been used for four &#039;&#039;Assassin&#039;s Creed&#039;&#039; games. In addition to &#039;&#039;Assassin&#039;s Creed III&#039;&#039;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has been &lt;/del&gt;used to develop the HD remake of &#039;&#039;[[Assassin&#039;s Creed III: Liberation]], [[Assassin&#039;s Creed IV: Black Flag]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed: Rogue]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext has been used for four &#039;&#039;Assassin&#039;s Creed&#039;&#039; games. In addition to &#039;&#039;Assassin&#039;s Creed III&#039;&#039;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was &lt;/ins&gt;used to develop the HD remake of &#039;&#039;[[Assassin&#039;s Creed III: Liberation]]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;[[Assassin&#039;s Creed IV: Black Flag]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed: Rogue]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===AnvilNext 2.0===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===AnvilNext 2.0===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext 2.0 is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which reduces &lt;/del&gt;the amount of time and manual effort required for artists and designers to create an intricate urban environment.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; Specific &lt;/del&gt;landmarks, such as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Notre &lt;/del&gt;Dame de Paris, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are &lt;/del&gt;still designed by hand but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now &lt;/del&gt;could be rendered at an almost 1:1 ratio to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its &lt;/del&gt;real-life &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;counterpart&lt;/del&gt;. AnvilNext 2.0 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has been &lt;/del&gt;used for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four &lt;/del&gt;&#039;&#039;Assassin&#039;s Creed&#039;&#039; games&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, namely, &lt;/del&gt;&#039;&#039;[[Assassin&#039;s Creed: Unity]], [[Assassin&#039;s Creed: Syndicate]], [[Assassin&#039;s Creed: Origins]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed: Odyssey]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext 2.0 is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reducing &lt;/ins&gt;the amount of time and manual effort required for artists and designers to create an intricate urban environment. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Specific &lt;/ins&gt;landmarks, such as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Notre-Dame|Notre-&lt;/ins&gt;Dame de Paris&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were &lt;/ins&gt;still designed by hand but could be rendered at an almost 1:1 ratio to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their &lt;/ins&gt;real-life &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;counterparts&lt;/ins&gt;. AnvilNext 2.0 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was &lt;/ins&gt;used for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four &lt;/ins&gt;&#039;&#039;Assassin&#039;s Creed&#039;&#039; games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;&#039;&#039;[[Assassin&#039;s Creed: Unity]]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;[[Assassin&#039;s Creed: Syndicate]]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;[[Assassin&#039;s Creed: Origins]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed: Odyssey]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Ubisoft Anvil===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Ubisoft Anvil===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Ubisoft Anvil logo.png|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Ubisoft Anvil logo.png|thumb&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|The Ubisoft Anvil logo&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ubisoft Anvil was introduced in 2020, with &#039;&#039;[[Assassin&#039;s Creed: Valhalla]]&#039;&#039; being the first game developed on the new engine. It was also used for &#039;&#039;[[Assassin&#039;s Creed: Mirage]]&#039;&#039;, while &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a further &lt;/del&gt;updated &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and improved &lt;/del&gt;version &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is used on &lt;/del&gt;&#039;&#039;[[Assassin&#039;s Creed: Shadows]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ubisoft Anvil was introduced in 2020, with &#039;&#039;[[Assassin&#039;s Creed: Valhalla]]&#039;&#039; being the first game developed on the new engine. It was also used for &#039;&#039;[[Assassin&#039;s Creed: Mirage]]&#039;&#039;, while &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an &lt;/ins&gt;updated version &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;constitutes the technical foundation for &lt;/ins&gt;&#039;&#039;[[Assassin&#039;s Creed: Shadows]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Reflist}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Reflist}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[pt-br:Anvil (motor de jogo)]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;!--&lt;/ins&gt;[[pt-br:Anvil (motor de jogo)]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[ru:Anvil Engine]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[ru:Anvil Engine]]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;--&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Development tools]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Development tools]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Soranin</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43071&amp;oldid=prev</id>
		<title>imported&gt;Joe Blaze123 at 10:36, 24 May 2025</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43071&amp;oldid=prev"/>
		<updated>2025-05-24T10:36:48Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:36, 24 May 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l20&quot;&gt;Line 20:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 20:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Ubisoft Anvil===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Ubisoft Anvil===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Ubisoft Anvil logo.png|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Ubisoft Anvil logo.png|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ubisoft Anvil was introduced in 2020, with &#039;&#039;[[Assassin&#039;s Creed: Valhalla]]&#039;&#039; being the first game developed on the new engine. It was also used for &#039;&#039;[[Assassin&#039;s Creed: Mirage]]&#039;&#039;, while a further updated and improved version &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will be &lt;/del&gt;used on &#039;&#039;[[Assassin&#039;s Creed: Shadows]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ubisoft Anvil was introduced in 2020, with &#039;&#039;[[Assassin&#039;s Creed: Valhalla]]&#039;&#039; being the first game developed on the new engine. It was also used for &#039;&#039;[[Assassin&#039;s Creed: Mirage]]&#039;&#039;, while a further updated and improved version &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;used on &#039;&#039;[[Assassin&#039;s Creed: Shadows]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Joe Blaze123</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43070&amp;oldid=prev</id>
		<title>imported&gt;Darman36: /* AnvilNext */</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43070&amp;oldid=prev"/>
		<updated>2024-05-25T01:30:22Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;AnvilNext&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:30, 25 May 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the successor to the Anvil, the AnvilNext engine boasts several new technological tools for developers to work with, including deferred lighting, ambient occlusion, support for a dynamic weather cycling system, a new camera mode, improved crowd AI, as well as advancements in animation and improved visuals. The technology pioneered in the game &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed III]]&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;GI&amp;quot;&amp;gt;{{Cite web|url=http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|title=Assassin&amp;#039;s Creed III: The Redesigned Anvil Engine|author=Bertz, Matt|publisher=&amp;#039;&amp;#039;{{Wiki|Game Informer}}&amp;#039;&amp;#039;|date=28 March 2012|accessdate=12 May 2012|archiveurl=https://web.archive.org/web/20120330004433/http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|archivedate=30 March 2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the successor to the Anvil, the AnvilNext engine boasts several new technological tools for developers to work with, including deferred lighting, ambient occlusion, support for a dynamic weather cycling system, a new camera mode, improved crowd AI, as well as advancements in animation and improved visuals. The technology pioneered in the game &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed III]]&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;GI&amp;quot;&amp;gt;{{Cite web|url=http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|title=Assassin&amp;#039;s Creed III: The Redesigned Anvil Engine|author=Bertz, Matt|publisher=&amp;#039;&amp;#039;{{Wiki|Game Informer}}&amp;#039;&amp;#039;|date=28 March 2012|accessdate=12 May 2012|archiveurl=https://web.archive.org/web/20120330004433/http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|archivedate=30 March 2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It was rumored that no previous in-game animations from the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Assassin&#039;s Creed (series)|&lt;/del&gt;&#039;&#039;Assassin&#039;s Creed&#039;&#039; series&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] &lt;/del&gt;were carried over to the AnvilNext engine, with the intent of bringing an entirely fresh feeling to [[Ratonhnhaké:ton]]. This was proven false, as several various animations are still present in &#039;&#039;Assassin&#039;s Creed III&#039;&#039; and subsequent games in the series, built on the AnvilNext engine.&amp;lt;ref name=&quot;Kotaku&quot;&amp;gt;{{Cite web|url=http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|title=50 Things About Assassin&#039;s Creed III That You Should Know|author=Totilo, Stephen|publisher=&#039;&#039;{{Wiki|Kotaku}}&#039;&#039;|date=26 March 2012|accessdate=21 May 2013|archiveurl=https://web.archive.org/web/20130128072519/http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|archivedate=28 January 2013}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It was rumored that no previous in-game animations from the &#039;&#039;Assassin&#039;s Creed&#039;&#039; series were carried over to the AnvilNext engine, with the intent of bringing an entirely fresh feeling to [[Ratonhnhaké:ton]]. This was proven false, as several various animations are still present in &#039;&#039;Assassin&#039;s Creed III&#039;&#039; and subsequent games in the series, built on the AnvilNext engine.&amp;lt;ref name=&quot;Kotaku&quot;&amp;gt;{{Cite web|url=http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|title=50 Things About Assassin&#039;s Creed III That You Should Know|author=Totilo, Stephen|publisher=&#039;&#039;{{Wiki|Kotaku}}&#039;&#039;|date=26 March 2012|accessdate=21 May 2013|archiveurl=https://web.archive.org/web/20130128072519/http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|archivedate=28 January 2013}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext reportedly to possesses the ability to render crowds in thousands, while the previous engine was limited to the hundreds. The engine also allows for the implementation of a dynamic game world, enabling the world to change itself over the course of time. This means that enemy settlements may appear or disappear, relating to the events in the game.&amp;lt;ref name=&amp;quot;GI&amp;quot;/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext reportedly to possesses the ability to render crowds in thousands, while the previous engine was limited to the hundreds. The engine also allows for the implementation of a dynamic game world, enabling the world to change itself over the course of time. This means that enemy settlements may appear or disappear, relating to the events in the game.&amp;lt;ref name=&amp;quot;GI&amp;quot;/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Darman36</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43069&amp;oldid=prev</id>
		<title>imported&gt;Darman36 at 01:30, 25 May 2024</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43069&amp;oldid=prev"/>
		<updated>2024-05-25T01:30:07Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:30, 25 May 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Era|Real}}{{WP-REAL|AnvilNext}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Era|Real}}{{WP-REAL|AnvilNext}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Anvil&#039;&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(&lt;/del&gt;known as &#039;&#039;&#039;Scimitar&#039;&#039;&#039; until 2009&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) &lt;/del&gt;is an engine developed by [[Ubisoft|Ubisoft Montreal]] for use with two of its most successful franchises, &#039;&#039;[[Assassin&#039;s Creed (series)|Assassin&#039;s Creed]]&#039;&#039; and &#039;&#039;{{Wiki|Prince of Persia}}&#039;&#039;. One of its most innovative features is its use of Autodesk&#039;s [http://gameware.autodesk.com/humanIK HumanIK] middle-ware package.&amp;lt;ref name=&quot;GamingExecellence&quot;&amp;gt;{{Cite web| url=http://www.gamingexcellence.com/ps3/features/13.shtml| title=Exclusive: Assassin&#039;s Creed Q&amp;amp;A - The Scimitar Engine| author=Feature Staff| publisher=GamingExcellence| date=25&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-10-&lt;/del&gt;2007| accessdate=12&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-05-&lt;/del&gt;2012| archiveurl=https://web.archive.org/web/20190910164612/http://www.gamingexcellence.com/features/exclusive-assassins-creed-q-and-a-the-scimitar-engine| archivedate=10&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-09-&lt;/del&gt;2019}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;known as &#039;&#039;&#039;Scimitar&#039;&#039;&#039; until 2009&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;is an engine developed by [[Ubisoft|Ubisoft Montreal]] for use with two of its most successful franchises, &#039;&#039;[[Assassin&#039;s Creed (series)|Assassin&#039;s Creed]]&#039;&#039; and &#039;&#039;{{Wiki|Prince of Persia}}&#039;&#039;. One of its most innovative features is its use of Autodesk&#039;s [http://gameware.autodesk.com/humanIK HumanIK] middle-ware package.&amp;lt;ref name=&quot;GamingExecellence&quot;&amp;gt;{{Cite web|url=http://www.gamingexcellence.com/ps3/features/13.shtml|title=Exclusive: Assassin&#039;s Creed Q&amp;amp;A - The Scimitar Engine|author=Feature Staff|publisher=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;GamingExcellence&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;|date=25 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;October &lt;/ins&gt;2007|accessdate=12 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May &lt;/ins&gt;2012|archiveurl=https://web.archive.org/web/20190910164612/http://www.gamingexcellence.com/features/exclusive-assassins-creed-q-and-a-the-scimitar-engine|archivedate=10 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;September &lt;/ins&gt;2019}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Development==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Development==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;According to the technical director [[Claude Langlais]], modeling is done in {{Wiki|Autodesk 3ds Max}} for environment, and in {{Wiki|ZBrush}} for characters. Autodesk&#039;s HumanIK aids in calculating the positions of the playable character&#039;s hands and feet in the world, such that they convey a convincing animation sequence.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;According to the technical director [[Claude Langlais]], modeling is done in {{Wiki|Autodesk 3ds Max}} for environment, and in {{Wiki|ZBrush}} for characters. Autodesk&#039;s HumanIK aids in calculating the positions of the playable character&#039;s hands and feet in the world, such that they convey a convincing animation sequence. The engine was improved in &#039;&#039;[[Assassin&#039;s Creed II]]&#039;&#039; in order to include day and night cycles, enhanced lighting, reflections, AI, and NPC navigation systems.&amp;lt;ref name=&quot;AC2 Engine&quot;&amp;gt;{{Cite web|url=http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/|title=Assassins Creed 2: Engine detailed|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;author&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bayer, &lt;/ins&gt;Thilo|publisher=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;PC Games Hardware&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;|date=19 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May &lt;/ins&gt;2009|accessdate=12 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May &lt;/ins&gt;2012|archiveurl=https://web.archive.org/web/20120222154931/http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/|archivedate=22 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;February &lt;/ins&gt;2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The engine was improved in &#039;&#039;[[Assassin&#039;s Creed II]]&#039;&#039; in order to include day and night cycles, enhanced lighting, reflections, AI, and NPC navigation systems.&amp;lt;ref name=&quot;AC2 Engine&quot;&amp;gt;{{Cite web| url=http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/| title=Assassins Creed 2: Engine detailed| &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first&lt;/del&gt;=Thilo&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| last=Bayer&lt;/del&gt;| publisher=PC Games Hardware| date=19&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-05-&lt;/del&gt;2009| accessdate=12&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-05-&lt;/del&gt;2012| archiveurl=https://web.archive.org/web/20120222154931/http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/| archivedate=22&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-02-&lt;/del&gt;2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===AnvilNext===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===AnvilNext===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:AnvilnextLogo.png|thumb|250px|The AnvilNext logo]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:AnvilnextLogo.png|thumb|250px|The AnvilNext logo]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the successor to the Anvil, the AnvilNext engine boasts several new technological tools for developers to work with, including deferred lighting, ambient occlusion, support for a dynamic weather cycling system, a new camera mode, improved crowd AI, as well as advancements in animation and improved visuals. The technology pioneered in the game &#039;&#039;[[Assassin&#039;s Creed III]]&#039;&#039;.&amp;lt;ref name=&quot;GI&quot;&amp;gt;{{Cite web| url=http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx| title=Assassin&#039;s Creed III: The Redesigned Anvil Engine| &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first&lt;/del&gt;=Matt| &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last&lt;/del&gt;=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bertz&lt;/del&gt;| &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;work=GameInformer&lt;/del&gt;| date=28&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-03-&lt;/del&gt;2012| accessdate=12&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-05-&lt;/del&gt;2012| archiveurl=https://web.archive.org/web/20120330004433/http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx| archivedate=30&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-03-&lt;/del&gt;2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As the successor to the Anvil, the AnvilNext engine boasts several new technological tools for developers to work with, including deferred lighting, ambient occlusion, support for a dynamic weather cycling system, a new camera mode, improved crowd AI, as well as advancements in animation and improved visuals. The technology pioneered in the game &#039;&#039;[[Assassin&#039;s Creed III]]&#039;&#039;.&amp;lt;ref name=&quot;GI&quot;&amp;gt;{{Cite web|url=http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|title=Assassin&#039;s Creed III: The Redesigned Anvil Engine|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;author&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bertz, &lt;/ins&gt;Matt|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;publisher&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;{{Wiki&lt;/ins&gt;|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Game Informer}}&#039;&#039;&lt;/ins&gt;|date=28 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;March &lt;/ins&gt;2012|accessdate=12 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May &lt;/ins&gt;2012|archiveurl=https://web.archive.org/web/20120330004433/http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx|archivedate=30 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;March &lt;/ins&gt;2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It was rumored that no previous in-game animations from the [[Assassin&#039;s Creed (series)|&#039;&#039;Assassin&#039;s Creed&#039;&#039; series]] were carried over to the AnvilNext engine, with the intent of bringing an entirely fresh feeling to [[Ratonhnhaké:ton]]. This was proven false, as several various animations are still present in &#039;&#039;Assassin&#039;s Creed III&#039;&#039; and subsequent games in the series, built on the AnvilNext engine.&amp;lt;ref name=&quot;Kotaku&quot;&amp;gt;{{Cite web| url=http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know| title=50 Things About Assassin&#039;s Creed III That You Should Know| &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first&lt;/del&gt;=Stephen| &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last&lt;/del&gt;=&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Totilo&lt;/del&gt;| &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;work=&lt;/del&gt;Kotaku| date=26&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-03-&lt;/del&gt;2012| accessdate=21&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-05-&lt;/del&gt;2013| archiveurl=https://web.archive.org/web/20130128072519/http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know| archivedate=28&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-01-&lt;/del&gt;2013}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It was rumored that no previous in-game animations from the [[Assassin&#039;s Creed (series)|&#039;&#039;Assassin&#039;s Creed&#039;&#039; series]] were carried over to the AnvilNext engine, with the intent of bringing an entirely fresh feeling to [[Ratonhnhaké:ton]]. This was proven false, as several various animations are still present in &#039;&#039;Assassin&#039;s Creed III&#039;&#039; and subsequent games in the series, built on the AnvilNext engine.&amp;lt;ref name=&quot;Kotaku&quot;&amp;gt;{{Cite web|url=http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|title=50 Things About Assassin&#039;s Creed III That You Should Know|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;author&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Totilo, &lt;/ins&gt;Stephen|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;publisher&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;{{Wiki&lt;/ins&gt;|Kotaku&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&#039;&#039;&lt;/ins&gt;|date=26 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;March &lt;/ins&gt;2012|accessdate=21 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May &lt;/ins&gt;2013|archiveurl=https://web.archive.org/web/20130128072519/http://kotaku.com/5896386/50-things-about-assassins-creed-iii-that-you-should-know|archivedate=28 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;January &lt;/ins&gt;2013}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext reportedly to possesses the ability to render crowds in thousands, while the previous engine was limited to the hundreds. The engine also allows for the implementation of a dynamic game world, enabling the world to change itself over the course of time. This means that enemy settlements may appear or disappear, relating to the events in the game.&amp;lt;ref name=&amp;quot;GI&amp;quot;/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext reportedly to possesses the ability to render crowds in thousands, while the previous engine was limited to the hundreds. The engine also allows for the implementation of a dynamic game world, enabling the world to change itself over the course of time. This means that enemy settlements may appear or disappear, relating to the events in the game.&amp;lt;ref name=&amp;quot;GI&amp;quot;/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext has been used for four &#039;&#039;Assassin&#039;s Creed&#039;&#039; games. In addition to &#039;&#039;Assassin&#039;s Creed III&#039;&#039;, it has been used to develop the HD remake of &#039;&#039;[[Assassin&#039;s Creed III: Liberation]]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/del&gt;[[Assassin&#039;s Creed IV: Black Flag]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed: Rogue]]&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext has been used for four &#039;&#039;Assassin&#039;s Creed&#039;&#039; games. In addition to &#039;&#039;Assassin&#039;s Creed III&#039;&#039;, it has been used to develop the HD remake of &#039;&#039;[[Assassin&#039;s Creed III: Liberation]], [[Assassin&#039;s Creed IV: Black Flag]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed: Rogue]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== AnvilNext 2.0 ===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AnvilNext 2.0 is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, which reduces the amount of time and manual effort required for artists and designers to create an intricate urban environment. Specific landmarks, such as the Notre Dame de Paris, are still designed by hand but now could be rendered at an almost 1:1 ratio to its real-life counterpart&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext 2.0 has been used for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;five &lt;/del&gt;&#039;&#039;Assassin&#039;s Creed&#039;&#039; games&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. It has been used to develop &lt;/del&gt;&#039;&#039;[[Assassin&#039;s Creed: Unity]]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/del&gt;[[Assassin&#039;s Creed: Syndicate]]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &#039;&#039;&lt;/del&gt;[[Assassin&#039;s Creed: Origins]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed: Odyssey]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===AnvilNext 2.0===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AnvilNext 2.0 is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, which reduces the amount of time and manual effort required for artists and designers to create an intricate urban environment. Specific landmarks, such as the Notre Dame de Paris, are still designed by hand but now could be rendered at an almost 1:1 ratio to its real-life counterpart. &lt;/ins&gt;AnvilNext 2.0 has been used for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four &lt;/ins&gt;&#039;&#039;Assassin&#039;s Creed&#039;&#039; games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, namely, &lt;/ins&gt;&#039;&#039;[[Assassin&#039;s Creed: Unity]], [[Assassin&#039;s Creed: Syndicate]], [[Assassin&#039;s Creed: Origins]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed: Odyssey]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Ubisoft Anvil===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Ubisoft Anvil===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Ubisoft Anvil logo.png|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Ubisoft Anvil logo.png|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;First &lt;/del&gt;introduced in 2020 with &#039;&#039;[[Assassin&#039;s Creed: Valhalla]]&#039;&#039; being the first game developed on the new engine. It was also used for &#039;&#039;[[Assassin&#039;s Creed: Mirage]]&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. A &lt;/del&gt;further updated and improved version will be used on &#039;&#039;[[Assassin&#039;s Creed: Shadows]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ubisoft Anvil was &lt;/ins&gt;introduced in 2020&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;with &#039;&#039;[[Assassin&#039;s Creed: Valhalla]]&#039;&#039; being the first game developed on the new engine. It was also used for &#039;&#039;[[Assassin&#039;s Creed: Mirage]]&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, while a &lt;/ins&gt;further updated and improved version will be used on &#039;&#039;[[Assassin&#039;s Creed: Shadows]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{-}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Reflist}}[[pt-br:Anvil (motor de jogo)]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Reflist}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[pt-br:Anvil (motor de jogo)]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[ru:Anvil Engine]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[ru:Anvil Engine]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Development tools]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Development tools]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Darman36</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43068&amp;oldid=prev</id>
		<title>imported&gt;VilkaIsBack: /* Ubisoft Anvil */</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43068&amp;oldid=prev"/>
		<updated>2024-05-19T07:05:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Ubisoft Anvil&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:05, 19 May 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Ubisoft Anvil===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Ubisoft Anvil===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[File:Ubisoft Anvil logo.png|thumb]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;First introduced in 2020 with &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed: Valhalla]]&amp;#039;&amp;#039; being the first game developed on the new engine. It was also used for &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed: Mirage]]&amp;#039;&amp;#039;. A further updated and improved version will be used on &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed: Shadows]]&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;First introduced in 2020 with &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed: Valhalla]]&amp;#039;&amp;#039; being the first game developed on the new engine. It was also used for &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed: Mirage]]&amp;#039;&amp;#039;. A further updated and improved version will be used on &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed: Shadows]]&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{-}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;VilkaIsBack</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43067&amp;oldid=prev</id>
		<title>imported&gt;VilkaIsBack at 07:03, 19 May 2024</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43067&amp;oldid=prev"/>
		<updated>2024-05-19T07:03:19Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:03, 19 May 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l20&quot;&gt;Line 20:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 20:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext 2.0 is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, which reduces the amount of time and manual effort required for artists and designers to create an intricate urban environment. Specific landmarks, such as the Notre Dame de Paris, are still designed by hand but now could be rendered at an almost 1:1 ratio to its real-life counterpart.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext 2.0 is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, which reduces the amount of time and manual effort required for artists and designers to create an intricate urban environment. Specific landmarks, such as the Notre Dame de Paris, are still designed by hand but now could be rendered at an almost 1:1 ratio to its real-life counterpart.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext 2.0 has been used for five &#039;&#039;Assassin&#039;s Creed&#039;&#039; games. It has been used to develop &#039;&#039;[[Assassin&#039;s Creed: Unity]]&#039;&#039;, &#039;&#039;[[Assassin&#039;s Creed: Syndicate]]&#039;&#039;,  &#039;&#039;[[Assassin&#039;s Creed: Origins]], [[Assassin&#039;s Creed: Odyssey]]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/del&gt;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;&#039;&#039;[[Assassin&#039;s Creed: Valhalla]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AnvilNext 2.0 has been used for five &#039;&#039;Assassin&#039;s Creed&#039;&#039; games. It has been used to develop &#039;&#039;[[Assassin&#039;s Creed: Unity]]&#039;&#039;, &#039;&#039;[[Assassin&#039;s Creed: Syndicate]]&#039;&#039;,  &#039;&#039;[[Assassin&#039;s Creed: Origins]]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &#039;&#039;&lt;/ins&gt;[[Assassin&#039;s Creed: Odyssey]]&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===Ubisoft Anvil===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;First introduced in 2020 with &lt;/ins&gt;&#039;&#039;[[Assassin&#039;s Creed: Valhalla&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&#039;&#039; being the first game developed on the new engine. It was also used for &#039;&#039;[[Assassin&#039;s Creed: Mirage]]&#039;&#039;. A further updated and improved version will be used on &#039;&#039;[[Assassin&#039;s Creed: Shadows&lt;/ins&gt;]]&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;VilkaIsBack</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43066&amp;oldid=prev</id>
		<title>imported&gt;VilkaIsBack: /* Development */</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43066&amp;oldid=prev"/>
		<updated>2024-05-19T06:18:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Development&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:18, 19 May 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Development==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Development==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;According to the technical director Claude Langlais, modeling is done in {{Wiki|Autodesk 3ds Max}} for environment, and in {{Wiki|ZBrush}} for characters. Autodesk&#039;s HumanIK aids in calculating the positions of the playable character&#039;s hands and feet in the world, such that they convey a convincing animation sequence.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;According to the technical director &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;Claude Langlais&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;, modeling is done in {{Wiki|Autodesk 3ds Max}} for environment, and in {{Wiki|ZBrush}} for characters. Autodesk&#039;s HumanIK aids in calculating the positions of the playable character&#039;s hands and feet in the world, such that they convey a convincing animation sequence.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The engine was improved in &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed II]]&amp;#039;&amp;#039; in order to include day and night cycles, enhanced lighting, reflections, AI, and NPC navigation systems.&amp;lt;ref name=&amp;quot;AC2 Engine&amp;quot;&amp;gt;{{Cite web| url=http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/| title=Assassins Creed 2: Engine detailed| first=Thilo| last=Bayer| publisher=PC Games Hardware| date=19-05-2009| accessdate=12-05-2012| archiveurl=https://web.archive.org/web/20120222154931/http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/| archivedate=22-02-2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The engine was improved in &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed II]]&amp;#039;&amp;#039; in order to include day and night cycles, enhanced lighting, reflections, AI, and NPC navigation systems.&amp;lt;ref name=&amp;quot;AC2 Engine&amp;quot;&amp;gt;{{Cite web| url=http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/| title=Assassins Creed 2: Engine detailed| first=Thilo| last=Bayer| publisher=PC Games Hardware| date=19-05-2009| accessdate=12-05-2012| archiveurl=https://web.archive.org/web/20120222154931/http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/| archivedate=22-02-2012}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;VilkaIsBack</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43065&amp;oldid=prev</id>
		<title>imported&gt;Zone of Endless: removing newline between Era and WP-REAL</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Anvil_(game_engine)&amp;diff=43065&amp;oldid=prev"/>
		<updated>2021-10-14T21:17:14Z</updated>

		<summary type="html">&lt;p&gt;removing newline between Era and WP-REAL&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:17, 14 October 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Era|Real}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Era|Real}}{{WP-REAL|AnvilNext}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{WP-REAL|AnvilNext}}&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Anvil&amp;#039;&amp;#039;&amp;#039; (known as &amp;#039;&amp;#039;&amp;#039;Scimitar&amp;#039;&amp;#039;&amp;#039; until 2009) is an engine developed by [[Ubisoft|Ubisoft Montreal]] for use with two of its most successful franchises, &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed (series)|Assassin&amp;#039;s Creed]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;{{Wiki|Prince of Persia}}&amp;#039;&amp;#039;. One of its most innovative features is its use of Autodesk&amp;#039;s [http://gameware.autodesk.com/humanIK HumanIK] middle-ware package.&amp;lt;ref name=&amp;quot;GamingExecellence&amp;quot;&amp;gt;{{Cite web| url=http://www.gamingexcellence.com/ps3/features/13.shtml| title=Exclusive: Assassin&amp;#039;s Creed Q&amp;amp;A - The Scimitar Engine| author=Feature Staff| publisher=GamingExcellence| date=25-10-2007| accessdate=12-05-2012| archiveurl=https://web.archive.org/web/20190910164612/http://www.gamingexcellence.com/features/exclusive-assassins-creed-q-and-a-the-scimitar-engine| archivedate=10-09-2019}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Anvil&amp;#039;&amp;#039;&amp;#039; (known as &amp;#039;&amp;#039;&amp;#039;Scimitar&amp;#039;&amp;#039;&amp;#039; until 2009) is an engine developed by [[Ubisoft|Ubisoft Montreal]] for use with two of its most successful franchises, &amp;#039;&amp;#039;[[Assassin&amp;#039;s Creed (series)|Assassin&amp;#039;s Creed]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;{{Wiki|Prince of Persia}}&amp;#039;&amp;#039;. One of its most innovative features is its use of Autodesk&amp;#039;s [http://gameware.autodesk.com/humanIK HumanIK] middle-ware package.&amp;lt;ref name=&amp;quot;GamingExecellence&amp;quot;&amp;gt;{{Cite web| url=http://www.gamingexcellence.com/ps3/features/13.shtml| title=Exclusive: Assassin&amp;#039;s Creed Q&amp;amp;A - The Scimitar Engine| author=Feature Staff| publisher=GamingExcellence| date=25-10-2007| accessdate=12-05-2012| archiveurl=https://web.archive.org/web/20190910164612/http://www.gamingexcellence.com/features/exclusive-assassins-creed-q-and-a-the-scimitar-engine| archivedate=10-09-2019}}&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Zone of Endless</name></author>
	</entry>
</feed>