The document provides an overview of the technical details and effects used in a platform demo created in GDC 2011. It describes the automatic and interactive camera modes that orbit and follow characters around the platform. It also provides statistics on triangle counts and frame rates achieved on different hardware configurations. Key effects highlighted include HDR tonemapping, bloom, depth of field, deferred shading, sky rendering, day/night cycles, water simulation, soft particles, pathfinding, terrain generation, and screen-space ambient occlusion. Lights, shadows, depth of field, and other effects are configurable directly in the editor.
2. Automatic mode starts after 30 seconds without user inputs or using Y Automatic mode Camera Follow the helicopter from the island to the platform ( 1 m 50) Camera orbits around the platform then follow the current operator ( 40 s ) Pressing the Y button , will skip to the next step Camera switches between different fixed point of view with a text highlighting the different effects ( 10s per effect x 5 ) Pressing the Y button , will skip to the next step
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4. If the Gamepad is manipulated the automatic mode stops to switch to the current cameraFREE Flying camera Character Follow each character on the platform
5. Orbit Camera Controls Zoom IN / OUT ( Page Up / page Down) Orbit the Camera Back to automatic Mode (Backspace ) Help ( H) Next Camera Mode ( C ) Day / Night Cycle ( N)
6. Free Camera Controls Turbo Move UP/Down ( Page Up / Page Down ) Forward/Strafe Back to automatic mode Help ( H) Next Camera Mode (C ) Day / Night Cycle ( N) Look around
7. Characters Camera Controls Back to automatic mode Help ( H) Next Camera Mode (C ) Next/Previous characters
9. Triangles stats On average Between 3 – 4 Millions triangles drawn per frame Reflection / refractioninduce multiple rendering Platform 800 K triangles Opertors 10 K Triangle Terrain Between 65K – 1 M triangles depending on LOD Water 500 K Triangles ( Projective Gridcomputed on CPU )
21. Water FFT to computeheightmap & normalmap on CPU using SSE Projective gridcomputed on GPU Shore effects ( foamnear the shore and soft blending ) Reflection & refraction