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舊 12-12-17, 09:13 AM   #86
PiroPiro
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註冊日期: Aug 2003
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其實wiki裡面,第一條reference就link去篇報導有詳細講Decima點黎




Renardson, Adam (February 23, 2017). "The Hideo Kojima Death Stranding interview: Strands, Decima and Guerrilla Games". PlayStation.Blog. Retrieved July 15, 2017.

https://blog.us.playstation.com/2017...errilla-games/

During your studio tour with Mark Cerny, did you have a vision of what you were looking for in a game engine already?
We visited 15 studios around the world with Mark Cerny, and after this we spent another 6 months visiting other studios of people that I know. In total we visited 30 studios looking for the engine. I had a vision for the type of engine that we needed because I knew the type of game that I wanted to create.
So, first, I knew that I wanted to create an open world game, so the engine had to support an open world game structure. As far as the visuals were concerned, I was looking for very photo-realistic presentation, so the engine had to be able to support those types of visuals.
Also, the tool-set had to be easy to use. With some engines, the tools are behind a ‘black-box’ and for our purposes we needed to be able to optimize and edit the tools. These were the conditions we had when looking for the engine. As you know there are some commercially available engines and these are the ones with the ‘black-box’ type structure.

“They handed over what was basically the crystallisation of their efforts over many years.”

And what specifically led to the adoption of Guerrilla Games’ Engine?
I visited many studios all around the world, meeting many great people. Guerrilla Games in Amsterdam: their technology was just a league ahead of everywhere else. Even though they have an open world they are able to render very rich scenes with many objects. As you know their upcoming game Horizon Zero Dawn, which is coming out in February, has an artistic sensibility, particularly with regards to the use of color, whereas we’re looking for a very photo-realistic sensibility.
Their engine is built for their purposes, for the game that they wanted to create, and as I said we wanted to create a game that even at the very base levels looks very different from that, so we needed to test it to see how far we could tune their engine to fit our purposes.
Usually when you go to use, buy or borrow an engine, someone will say, “Lend us your name,” or of course ask for payment. We had no contract with Guerrilla Games, but when we met them they suddenly gave us a box, a very pretty box. When we opened the box, there was a USB dongle inside that had the source code for the engine.

Keep in mind we had no contract or anything at this stage, yet still they handed over what was basically the crystallisation of their efforts over many years. They simply said, “Mr. Kojima please use this engine,” and we thought these people are incredible.
There was one condition though, that Kojima Productions doesn’t just use the engine, but that we develop the engine together with Guerrilla Games, that it should be a collaborative effort. So we were really blown away by their stance on this and being so open with the engine and we thought “Wow, these are the people we have to work with.”
How has this collaboration with Guerrilla Games grown since first adopting the engine?
We were looking for a realistic presentation (for TGA), so we had to make changes to the tools and other adjustments to the engine. Over the course of 6 months we passed the code back and forth between Guerrilla Games and Kojima Productions, working off the same code base. At this point our code had completely merged together.
It was different from the engine they originally gave us, so we decided we should give this new engine a name. That’s when we came up with the ‘Decima’ name (derived from Dejima – an artificial island in Japan where The Netherlands and Japan would trade during the Edo period). I really feel that with both of us working on this engine we are accomplishing the work at twice the speed and building something really fantastic.

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