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Anvil (development project name Scimitar before 2006〔VE3D, ("Prince of Persia 2008 Information Ubidays 2008" )〕) is a game engine created in 2007 by Ubisoft Montreal video game developers for use on Microsoft Windows, PlayStation 3, Xbox 360, Wii U, PlayStation Vita, Xbox One, and PlayStation 4. ==Technology== The Engine is coded mainly in C++. At the time Ubisoft is trying to integrate C# to ensure an enhancement of versatility. Claude Langlais (Technical Director of Ubisoft Montreal) says that modeling is done in 3ds Max for environment and ZBrush for characters.〔gamingexcellence.com, (''Exclusive: ''Assassin's Creed'' Q&A - The Scimitar Engine'' ), GamingExcellence, October 25, 2007]〕 The engine uses Autodesk's HumanIK middleware to correctly position the character's hands and feet in climbing and pushing animations at run-time.〔Autodesk.com, ("Ubisoft Assassin’s Creed" )〕 Anvil has been improved for ''Assassin's Creed II''. Features added include a full night and day cycle, enhanced draw distance, the same vegetation technology used in ''Far Cry 2'', improved lighting, reflection and special effects, new cloth system, and a new AI and NPC navigation system.〔(PC Games Hardware: "Assassin's Creed 2: Engine detailed" )〕 ''Assassin's Creed: Lineage'' short films made by Hybride Technologies (a post-production VFX studio acquired by Ubisoft) and Ubisoft Digital Arts used assets from Anvil to recreate the environment in which the live actors are filmed.〔http://evenements.fr.ubi.com/conference/ Ubisoft E3 Conference, "Convergence" video〕 The latest iteration of the engine is called AnvilNext, which was developed for ''Assassin's Creed III'' and beyond featuring a number of enhancements. Firstly, AnvilNext adds support for a new weather system, which allows for specific weather settings as well as an automatically cycling mode as seen in ''Assassin's Creed IV''. Secondly, the renderer was rewritten for higher efficiency and support for additional post-processing techniques, enabling up to 3,000 non-playable characters to be rendered in real time (compared to the few 100s in the previous Anvil engine). Finally, AnvilNext adds technology from ''Far Cry 4'' to support a more dynamic sandbox environment and new water technology, where the game world could change over time depending on player actions and progression. This means enemy settlements on both land and sea may appear/disappear relating to the events in the game, and water effects could be adjusted as accordingly. More importantly, AnvilNext starting with ''Assassin's Creed Unity'' is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, which reduces the amount of time and manual effort required for artists and designers to create an intricate urban environment. Specific landmarks, such as the ''Notre Dame de Paris'', are still designed by hand but now could be rendered at an almost 1:1 ratio to its real-life counterpart. AnvilNext also features improved AI for non-playable characters.〔http://www.geforce.com/whats-new/guides/assassins-creed-unity-graphics-and-performance-guide〕 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Anvil (game engine)」の詳細全文を読む スポンサード リンク
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