Overview: Difference between revisions
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== Framework and engine == | == Framework and engine == | ||
''Breath of the Wild'' is a modern Nintendo game which was released in March 2017 for the Wii U and the Switch. | ''Breath of the Wild'' is a modern Nintendo game which was released in March 2017 for the Wii U and the Switch. It shares a lot of code with contemporary first-party Nintendo games such as ''Splatoon 2'' and ''Super Mario Odyssey'', notably the '''sead''' (Nintendo's in-house framework and utilities for first-party titles) and '''NintendoWare''' (GFX, audio, effects, and UI) [[Software libraries|libraries]]. | ||
''BotW'' is the first major Nintendo game to use '''XLink''' (EffectLink and SoundLink) as a system to make bridging code and graphics or sound effects easier, and also marks the first significant use of event flows | ''BotW'' is the first major Nintendo game to use '''XLink''' (EffectLink and SoundLink) as a system to make bridging code and graphics or sound effects easier, and also marks the first significant use of event flows (via the EventFlow or '''evfl''' library) to implement in-game events such as cutscenes and NPC interactions. | ||
=== Engine === | |||
A completely custom engine – which Nintendo seemingly calls [[KingSystem]] – is used for ''Breath of the Wild''. It appears to have been written from scratch as nothing significant is shared with previous Zelda games or even older Nintendo games. In particular, ''Breath of the Wild'' does '''not''' use LunchPack or ''SMO''<nowiki/>'s engine, even though games using the former appear to use a ''BotW''-inspired ROM structure. | A completely custom engine – which Nintendo seemingly calls [[KingSystem]] – is used for ''Breath of the Wild''. It appears to have been written from scratch as nothing significant is shared with previous Zelda games or even older Nintendo games. In particular, ''Breath of the Wild'' does '''not''' use LunchPack or ''SMO''<nowiki/>'s engine, even though games using the former appear to use a ''BotW''-inspired ROM structure. | ||
=== Physics === | |||
The game relies on the [[Havok]] physics engine for [[wikipedia:Ragdoll physics|ragdoll physics]], [[wikipedia:Collision detection|collision]] (Physics2012), navigation (NavMesh), and [[wikipedia:Cloth modeling|cloth modeling]]. ''Breath of the Wild'' does not use Nintendo's KCL library. | The game relies on the [[Havok]] physics engine for [[wikipedia:Ragdoll physics|ragdoll physics]], [[wikipedia:Collision detection|collision]] (Physics2012), navigation (NavMesh), and [[wikipedia:Cloth modeling|cloth modeling]]. ''Breath of the Wild'' does not use Nintendo's KCL library. | ||