Last week at GDC Andreas Glad held a presentation at SideFX's booth demonstrating in detail how DICE moved away from sprite based liquids to meshes generated in Houdini for Battlefield 1. Among other tips he demonstrates how they were able to keep it efficient without taking up too many resources on the current generation of consoles. This week he posted a recording of this presentation. Watch it on Vimeo.
Add Comment | Posted Tue, Mar 14