u/jimndaba88in r/gameenginedevs • Recommends
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#thedivision#uiframework#rendergraph
Lessons Learned Creating UI for The Division
GDC Festival of Gaming
555K subscribers • 66 videos on Hallway • Conference channel
- Recommended by 2 people: 2 in engineering communities.
- Presented by Christian Savoie, Ubisoft Massive
- May be out of date. Uploaded 8 years ago, in an area where tools change fast.
Intermediate. Assumes working knowledge.
41K views8 years ago2 recommendations
Game developmentSoftware designGame programmingSoftware architecture
Christian Savoie discusses the technical challenges and architectural lessons learned while developing the UI framework for The Division.
In this 2017 GDC talk, Ubisoft Massive's Christian Savoie covers some of the major lessons learned while developing new technology and creating the UI for The Division that all developers can learn from. Register for GDC: ubm.io/2gk5KTU Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.Why it's here
2 people recommend thisWhat people say. Engineers recommend this talk for inspiration on designing UI frameworks and rendergraphs for game engines.
Designing Rendergraphs for UI system - Inspo from the division GDC talk.
Hi there so following watching the UI talk from the division team and framegraph system for Frostbite I was inspired to implement a Framegraph system for my engine...the Framegraph is working well and I am really enjoying working with it. At the moment it's just focuses on pass management and a few render queue modes.
Now I was looking into build the 2D renderer and thought.. Hey the division use render graphs for their UI (thousands of nodes but what the hey)
the Division talk
So to the question. From the video I get the impression that the UI may be possible rebuilt every frame.. Surely that is wrong and there i…
u/drjeatsin r/gameenginedevs • Recommends
On “What would an extremely animatable UI framework look like?”
…rarchical layout, assuming you have the ability to control depth (like Unity does).
I think the best thing is to get your hands on some of the tools that UI designers do, run through some web SVG animation tutorials, that way you can get a better idea of what people are used to working with.
The Division UI talk might also be interesting to you: link to this video…
u/jimndaba88in r/gameenginedevs • Recommends
On “What direction and resources? Advice from the pros.”
Here are my fav videos.
bobby Anguelov
He also has a great chat about animation systems and ai.
Check out his engine on GitHub great code to read. A Industry veteran.
I am in love with the decima engine..I don't know why. I just love it
Here is a great talk from their engine tooling team.
decima engine tooling
Inspired me to consider immediate GUI for my engine using nodes. Many systems are going this way..procedural generation, scripting, shaders, rendering architecture
division 2 engine
There used to be one from Frostbite team but it's no longer on YouTube.
These are ones I return to on a regular just to inspire me.