Don Williamson

@Donzanoid
279 Followers
95 Following
211 Posts
Irish gamedev, living in the UK, working in the US. Currently Head of Rendering @ PL&H. Founder @Celtoys. Past: Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, etc. Lionhead/Microsoft, Ubisoft, Google/DeepMind, SEGA, etc.
Bloghttps://donw.io/
Personal Githubhttps://dwilliamson.github.io/
Company Githubhttps://github.com/Celtoys
"Put all language improvements in the library," they said. "It's the future," they said.
“We used to play down there before they built the highway.”
Me and the AI sometimes share a moment.

It's 20 years since we walked into the nVidia booth at ECTS and completely surprised their devs with this demo. They were tired after days of talking and were expecting just another average demo.

It was my first time also seeing it on a GF4, running 40-50fps! We all had GF3's and were targetting OG Xbox, texture resolution decreased, ofc.

Lots of sacrifices were made to build this tech but they are memories I'd never trade.

Final video for now, newer videos another day :)

This all happens on a 6000km radius voxel planet with overhangs, floating islands, deep caves, sunsets, stars, nebula and a bunch more not shown.

Build on the surface, underground, in the air or in space. All streamed, no tricks.

The cloning engine worked on everything. Might see if I have more videos around that show this at larger scale.

The sandbox was also multiplayer/multiedit, based on Destiny's original networking model plus meshing, determinism and ubiquitous replication goodies.

The user code written "just works" in multiplayer; here's some of us playing 5000 miles apart.

No network experience needed.

OK! Going to do some posts everyday on some old tech I wrote; custom engine, runs fluidly on 2011-era machines.

It's an earth-size SDF sandbox! First video...

A complete/fun car physics simulation written in the sandbox in C#, with suspension, ackerman steering, etc.

Car also modelled using SDF brushes in the sandbox. More on that later...

More HD finds!

2003: Lightwave 7.5 as a Level Editor

* Polygon soup to automatic convex sectors with portals.
* Realtime engine preview using editor camera.
* Million poly characters raytraced onto lower poly.
* Light and shadow on all surfaces.

25fps on GF3, 40fps on GF4.