Anvil (game engine): Difference between revisions
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'''Anvil''' is an engine developed by [[Ubisoft|Ubisoft Montreal]] for use with two of its most successful franchises, ''[[Assassin's Creed (series)|Assassin's Creed]]'' and {{Wiki|Prince of Persia}}. One of its most innovative features is its use of Autodesk's [http://gameware.autodesk.com/humanIK HumanIK] middle-ware package.<ref>[http://www.gamingexcellence.com/ps3/features/13.shtml Exclusive: Assassin's Creed Q&A - The Scimitar Engine]</ref><ref>[http://gameware.autodesk.com/humanIK HumanIK]</ref> | '''Anvil''' is an engine developed by [[Ubisoft|Ubisoft Montreal]] for use with two of its most successful franchises, ''[[Assassin's Creed (series)|Assassin's Creed]]'' and ''{{Wiki|Prince of Persia}}''. One of its most innovative features is its use of Autodesk's [http://gameware.autodesk.com/humanIK HumanIK] middle-ware package.<ref>[http://www.gamingexcellence.com/ps3/features/13.shtml Exclusive: Assassin's Creed Q&A - The Scimitar Engine]</ref><ref>[http://gameware.autodesk.com/humanIK HumanIK]</ref> | ||
==Development== | ==Development== | ||
According to the technical director Claude Langlais, modeling is done in {{Wiki|Autodesk 3ds Max}} for environment and {{Wiki|ZBrush}} for characters. Autodesk's HumanIK | According to the technical director Claude Langlais, modeling is done in {{Wiki|Autodesk 3ds Max}} for environment and {{Wiki|ZBrush}} for characters. Autodesk's HumanIK helps set the playable character's hands and feet to be calculated and positioned in the world, such that they convey a convincing animation sequence. | ||
The engine was improved in ''[[Assassin's Creed II]]'' | The engine was improved in ''[[Assassin's Creed II]]'' in order to include day and night cycles, improved lighting, reflections, AI and NPC navigation systems.<ref>[http://www.pcgameshardware.com/aid,684874/Assassins-Creed-2-Engine-detailed/News/ Assassins Creed 2 Engine detailed]</ref> | ||
===Assassin's Creed III=== | ===Assassin's Creed III=== | ||
[[File:AnvilnextLogo.png|right|250px]] | [[File:AnvilnextLogo.png|right|250px]] | ||
As the successor to the Anvil, 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 will be pioneered in the upcoming game ''[[Assassin's Creed III]]''.<ref name="GI">[http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx. Gameinformer: ''Assassin's Creed III: The Redesigned Anvil Engine'']</ref> | 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 will be pioneered in the upcoming game ''[[Assassin's Creed III]]''.<ref name="GI">[http://www.gameinformer.com/b/features/archive/2012/03/28/ac-iii-the-redesigned-anvil-engine.aspx. Gameinformer: ''Assassin's Creed III: The Redesigned Anvil Engine'']</ref> | ||
AnvilNext is reported to possess the ability to render crowds in their thousands, while the previous engine was limited to the hundreds. The engine allows for the implementation of a dynamic game world, | AnvilNext is reported to possess the ability to render crowds in their thousands, while the previous engine was limited to the hundreds. The engine also allows for the implementation of a dynamic game world, enabling the game 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.<ref name="GI"/> | ||
==Trivia== | ==Trivia== | ||
*Anvil was known as Scimitar during initial development in 2006. | *Anvil was known as Scimitar during initial development in 2006. | ||
*It has been stated that no previous in-game animations from the [[Assassin's Creed (series)|series]] will be carried over to the engine, with the intent of bringing an entirely fresh feeling to the game | *It has been stated that no previous in-game animations from the [[Assassin's Creed (series)|series]] will be carried over to the AnvilNext engine, with the intent of bringing an entirely fresh feeling to the game and to the game's protagonist - [[Connor Kenway]]. | ||
==References== | ==References== | ||
{{Reflist}} | {{Reflist}} | ||
[[Category:Assassin's Creed III Gameplay]] | [[Category:Assassin's Creed III Gameplay]] | ||
Revision as of 13:41, 12 May 2012
Anvil is an engine developed by Ubisoft Montreal for use with two of its most successful franchises, Assassin's Creed and Prince of Persia. One of its most innovative features is its use of Autodesk's HumanIK middle-ware package.[1][2]
Development
According to the technical director Claude Langlais, modeling is done in Autodesk 3ds Max for environment and ZBrush for characters. Autodesk's HumanIK helps set the playable character's hands and feet to be calculated and positioned in the world, such that they convey a convincing animation sequence.
The engine was improved in Assassin's Creed II in order to include day and night cycles, improved lighting, reflections, AI and NPC navigation systems.[3]
Assassin's Creed III

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 will be pioneered in the upcoming game Assassin's Creed III.[4]
AnvilNext is reported to possess the ability to render crowds in their thousands, while the previous engine was limited to the hundreds. The engine also allows for the implementation of a dynamic game world, enabling the game 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.[4]
Trivia
- Anvil was known as Scimitar during initial development in 2006.
- It has been stated that no previous in-game animations from the series will be carried over to the AnvilNext engine, with the intent of bringing an entirely fresh feeling to the game and to the game's protagonist - Connor Kenway.