Bio
Jorrit Rouwe is
Lead Game Tech at Guerrilla and has been working there since 2000. He worked on
most of the games in the Killzone series and both Horizon titles. He works on
high level game engine features like the physics engine, animation, scripting
and streaming systems.
Description
For Horizon
Forbidden West, Guerrilla switched from a commercial physics engine to Jolt Physics, an open-source physics engine that was born as a personal hobby
project. By switching to this new engine, we saved memory, executable size and
were able to double our simulation frequency while using less CPU time. This
talk describes how we use a physics engine at Guerrilla, how our previous
physics engine caused bottlenecks while streaming in data and while interacting
with the multi-threaded game object update. Jolt was architected specifically
to help solve these two problems and the talk explains two of the systems that
made this possible.
After listening
to this talk, you should have a good idea of how Guerrilla uses a physics
engine in HFW and the requirements our multithreaded game object update puts on
a physics engine. You’ll learn specifically about the implementation of a lock
free broadphase and a lock free simulation island building algorithm.