America: The Godfather of Game Development
Chapter 516

One Frame Rendered Overnight

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Order and efficiency are not always aligned.

gamenova, Development Department.

Lin Lixin frowned slightly as he looked at the unpacked file structure on the computer.

"The optimization is too aggressive..."

The development team's technical capabilities are undoubtedly among the best in the entire industry.

However, in the face of the "myst" project, this excessive technical capability has become a burden.

It's worth noting that when Cyan Studio was developing Myst, they were using standard-speed CD-ROMs.

Theoretically speaking, it's impossible for something that others can do but Gamenova can't.

Moreover, Cyan used Apple's QuickTime and Hypercard technologies back then.

In terms of underlying performance, it is no match for a super company like Gamenova with a complete technology stack.

Now that we've unpacked the data, it's completely clear.

According to the development process, a game software needs to be compiled after development is completed. This involves translating the N Language into machine code that the hardware can understand.

At the same time, the compiler will try to understand the developer's intentions and optimize as much as possible.

This is why, often, botted code written by novice programmers can surprisingly perform well.

The compiler has been carrying the burden for the minting of coins.

As a modern architecture designed for the future from its inception, the N Language and its compiler have done a great deal of work in compilation optimization.

A large portion of it was even Gerald's legacy before he left the company.

In addition, Lin Lixin and Carmack have made continuous optimizations over the years.

Today's N Language SDKs are even larger and more complex than some professional software programs.

And its function is also very powerful.

The simplest optimization logic is naturally operations that save file size, such as constant folding and eliminating invalid dead code.

For example, programmers write a lot of variables and calculations for readability.

However, after the compiler checks, it finds that these can actually be handled in one line using fixed constants, and thus optimizes them away. This includes loop handling, function calls, and so on.

Often, during the development process, they prioritize ensuring code readability.

After all, not everyone is Lin Lixin.

If Lin Lixin were given free rein to write the program, he could indeed write it entirely from the machine's perspective.

After all, his brain itself is a high-performance wet-component supercomputer.

This kind of operation might have worked five years ago, but it won't work now.

Because game development is no longer a matter for him alone.

With a large number of staff involved, it is essential to ensure that most people can understand the function of a particular part at a glance.

And that's where the compiler comes in to unleash its power.

Such tricks are commonplace in N Language compilers.

However, the very mechanism that makes them truly proud is also the culprit behind this problem.

File system. To ensure game efficiency, the engine determines the frequency of resource usage within the game and fragments and organizes them.

All files are completely broken down into binary streams of 1s and 0s within the game files.

Considering caching and frame rate performance, this approach is definitely the top-tier optimization strategy.

But for CD-ROMs, this is a complete disaster.

"I never imagined I'd fall into the trap of over-optimization."

Lin Lixin curled his lip.

Ultimately, it comes down to a lack of experience.

This is probably one of the negative consequences of using cheats.

It's common to encounter this embarrassing situation where progress is too rapid, which can backfire and cause serious problems – it's incredibly frustrating.

However, it has two sides.

Once the problem is identified, Lin Lixin is theoretically invincible.

Fixing it is actually very, very easy. It doesn't even require anyone else's involvement, nor does it require modifying the existing code.

All you need to do is one thing...

"Clatter"

Lin Lixin tapped a key on the keyboard, turning off the "file optimization system" of the compiler.

Done.

It's that simple.

Myst is a slow-paced game where you explore the environment and solve puzzles, so it doesn't require a high frame rate at all.

Simply turn off all these over-optimized features, and everything will be solved.

Of course, this only solves part of the problem.

How to optimize based on this foundation still requires careful design.

Upon closer examination, Myst is arguably one of the longest-developed titles in Gamenova's history. Unlike games like Quake, Myst doesn't have many technical embellishments.

The majority of the project time was spent on modeling and rendering.

These tasks are not like writing code; there's no way to save time and speed up the process using technology.

Fortunately, we upgraded to a new graphics card, which significantly improved rendering speed.

In just half a month, a temporary office area has been set up on one of the islands at the Gamenova film and television base.

Several sets of container houses and simple RVs are gathered on the compacted and leveled soil surface.

The hydropower and communication networks are all operational.

The entire modeling team and props group were simply packed up and moved over, saving them the time of running back and forth every day.

The island next to the work island, which is a few sizes smaller, was completely transformed by the props team.

The ruins, disguised with numerous foam models and boards, are already taking shape.

They are currently adjusting the lighting and camera positions.

"This is about right. The library entrance is located here. Don't rush the mechanisms; let the modeling team handle that." Lin Lixin took a step back, gestured with his hand, and nodded in satisfaction.

"Okay, good luck to you guys."

He encouraged the staff members, his gaze falling on the earthen slope not far away.

The observatory over there is also slowly taking shape.

Since it's just a few static scenes, it's quite easy to fool the camera.

Looking at this " Myst " that was already taking shape, Lin Lixin couldn't help but feel a little emotional.

This is the props team from Star Wars and Raiders of the Lost Ark.

Throughout Hollywood's history, it has always been a top-tier player in the fields of film props and physical art design.

Only teams of the caliber of " Alien " and " Blade Runner " have the ability to go toe-to-toe with them.

But when it comes to the need to construct an entire fictional Civilization system, the Star Wars production team is definitely the most qualified to speak on this matter.

"Not bad."

Looking at the thriving archipelago, Lin Lixin grew increasingly satisfied with the deal. If there were any drawbacks to Delta compared to a true island...

He looked towards the distant riverbank.

A large, dark mass of people had gathered over there.

These are not staff members of Gamenova or Lucas.

Instead, they were passersby who came to watch.

The banks of the Sacramento River are an important tourist destination in California.

People used to cycle or run along the riverbank all day long, and some would choose to row boats on the river.

Gamenova's commotion was so big that it naturally didn't escape their notice.

There was no need for media reports at all; on the very second day of construction, a large group of fans who had come specifically to see the site had already crowded the shore.

When people have a lot of free time, they can really do anything.

These people really didn't do anything, they just brought picnic baskets and picnic mats.

They would run to the riverbank, lay down their blankets, and spend all day watching the island from afar. Those with binoculars or sharp eyes would burst into cheers as soon as they spotted Lin Lixin.

"My family is just too enthusiastic."

Despite Lin Lixin's plan, it is estimated that this place will not be open to tourists like the Western-style mansion for a long time to come.

After all, both Gamenova and Lucasfilm have a lot of work to do here every day.

Letting these tourists land would be a real headache.

"When we have the means, we still have to move to Honolulu..."

It's a pity this project is too large; otherwise, they could have just rented an area in Hawaii to develop it, like the Pokémon Center.

Back to the main island.

Inside one of the temporary work areas.

A large bundle of cables was tied together and ran out of the room along the wall.

These are the workstation's power cords, telephone lines, and specially made communication cables. They utilize ADSL technology, which is currently in small-scale trial operation.

A long row of workstations was densely covered with developed film photographs.

The sign next to it, which was clearly a "temporary meeting room," was also covered with photos.

This is the work area for the modeling team.

They were responsible for building a model of the entire world based on photos taken by the film crew on location, and also making certain modifications according to the needs of the game.

After all, fantasy worlds are not reality, especially a work that explores another world.

Rather than demanding excessive realism, it's better to make some artistic compromises in exchange for a better sense of epic scale.

Richard van der Wendt was appointed head of Modeling Group Three.

In a sense, it's the original cast.

The main task of the three groups is to assign materials to the already constructed models.

The optimization of textures, such as highlights, reflective textures, surface roughness, and surface bumps, is all handled here.

Several unattended workstations were humming. These machines are not like consumer personal computers; they generate a lot of heat and must be equipped with fans for active cooling.

Mr. Lin.

When Richard saw Lin Lixin walk in, he stopped what he was doing and took the initiative to go forward and greet him.

"Hmm, let me check the rendering status."

"Yes, sir. The first set of pictures was released two hours ago. This set, however, will probably... have to wait until tomorrow."

He went to the rendering machine, glanced at the progress, and made a quick estimate of the time.

Don't be fooled by the seemingly alarming timeframe; for this era, it's incredibly fast.

In Hollywood of the past, a single still frame could be processed in just one night—who would believe that?

If I said it out loud, people would think I was talking in my sleep.

One night?

You've probably been unconscious for a week without realizing it.

But in today's context, this is a fact. Each rendering machine can, on average, complete the rendering of one frame in a few hours.

With so many machines combined, a batch of drafts can be produced every few hours.

Keep in mind that this thing produces ultra-high-definition 3D images at 640x480 resolution.

It also features cinematic lighting and textures.

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