{"id":7306,"date":"2017-12-08T22:43:00","date_gmt":"2017-12-08T22:43:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/311365"},"modified":"2017-12-08T22:43:00","modified_gmt":"2017-12-08T22:43:00","slug":"video-why-real-time-destruction-is-the-core-of-rainbow-six-siege","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/12\/08\/video-why-real-time-destruction-is-the-core-of-rainbow-six-siege\/","title":{"rendered":"Video: Why real time-destruction is the core of Rainbow Six: Siege"},"content":{"rendered":"<p>There&#8217;s a lot of destruction in <em>Rainbow Six: Siege<\/em>, and it&#8217;s such an important feature for the game that an entire engine was built to handle it.\u00a0<\/p>\n<p>In this 2016\u00a0GDC session\u00a0Ubisoft&#8217;s Julien L&#8217;Heureux discusses the process of developing and implementing the destruction engine Realblast. He shares the technical difficulties encountered when it came time to\u00a0integrate the engine into <em>Rainbow Six: Siege,\u00a0<\/em>which is what causes all of the destruction featured in the game.\u00a0<\/p>\n<p>Designers interested in learning how\u00a0<em>Rainbow Six: Siege\u00a0<\/em>was\u00a0developed may appreciate the fact that you can now go back and watch the talk\u00a0completely free <a href=\"https:\/\/www.youtube.com\/watch?v=SjkQxowsL0I\">via\u00a0the official GDC Vault YouTube channe<\/a>l!<\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\">GDC Vault<\/a>\u00a0and\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>There&#8217;s a lot of destruction in Rainbow Six: Siege, and it&#8217;s such an important feature for the game that an entire engine was built to handle it.\u00a0 In this 2016\u00a0GDC session\u00a0Ubisoft&#8217;s Julien L&#8217;Heureux discusses the process of developing and implementing the destruction engine Realblast. He shares the technical difficulties encountered when it came time to\u00a0integrate [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":7307,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-7306","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/7306","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=7306"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/7306\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/7307"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=7306"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=7306"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=7306"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}