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March 1-4, 2027
Moscone CenterSan Francisco, CA

Agenda

Overcoming Destruction Engineering Challenges on 'Marvel's Wolverine'

David Crammond  (Senior Engine Programmer, Insomniac Games)
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Track: Programming
Audience Level: Advanced
Format: Lecture
Vault Recording: TBD
Audience Level: Advanced

With Marvel's Wolverine we wanted Logan to feel immensely powerful and forceful, early on, environmental destruction was a key part of selling this experience. This talk is a retrospective of the engineering challenges we encountered as we built a destructible pipeline from the ground up. In this talk, we cover our pipeline line in detail, from rigid body and soft-skinned foliage destruction to empowering our artists to do their best work at scale. We will discuss how we handled our high level of destruction fidelity, with thousands of instances, each with hundreds of chunks whilst staying inside our strict memory and 60fps performance budgets. We discuss our lessons learnt and our hopes for the future.

Takeaway

A good overview of how to engineer your own destructible pipeline and how to handle it at scale.

Intended Audience

Programmers and anyone interested in environmental destruction.