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Tech Breakdown: Resident Evil 2 Remake

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Creating a new engine from the ground up is no easy task, but this is what the team at Capcom decided to do. It would yield more customization, better performance and enable the delivery of more custom features that suit their titles than using a third-party engine like Unity or Unreal Engine.

Enter the RE Engine. First used on Resident Evil 7: Biohazard, a hybrid first-person shooter with VR support, a good test for the engine.

New Beginnings

Creating the engine from scratch meant the team had certain flexibilities, one being that they could choose their own scripting language for their artists to work in. In this case, the engine converts its game login from C++ to a more user-friendly C#. This allows for better memory management and less frequent crashes resulting in time wastage and frustration. The code can be managed by many users and more features can be iterated on and included in a time-friendly manner.

RE Engine’s C# Environment running in Visual Studio

With the global audiences that Capcom delivers to, they also had to consider the range of platforms and localisations they must deliver to. Previously the in-house engine used at Capcom was the MT Framework, used for many game productions such as The Lost Planet series, Dead Rising and more.

Now after many years in development the RE Engine has finally become the new replacement for the studio’s primary engine. To achieve seamless multiplatform development the C# code during development is converted to an IL or Intermediate Language which is then passed through their own proprietary compiler to create microcode and executing and reflecting it in realtime without any package compilation or reboots.

On the left is the PS4 reflecting the changes made in the editor on the right seamlessly and without package compilations.

Artist Oriented

As we covered, using C# for coding allows the artists/programmers more

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