Improving Data Structures for Rapid & Intelligent Gameplay Design.
summary
A modular propulsion and drivetrain system replaces monolithic vehicle classes so components are assembled by data not hard code, stored as structs with unique IDs in a central database; the editor adds one-click swapping of component sets and simultaneous editing that propagates changes to every referencing vehicle. Static analysis and real‑time telemetry drive automated tests and quick tuning. A legacy car could have ~1400 parameters now normalized into reusable parts, drastically lowering the learning curve and speeding iteration.
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chapters (16)
- 0:00Ubisoft and vehicle simulation
- 2:37Talk structure and vehicles
- 5:26Challenges with old system
- 9:57Vehicle editor limitations
- 11:00Technical debt inefficiencies
- 15:15Missing features and future
- 16:17Restructuring propulsion
- 20:30Modular vehicle design
- 24:44Data storage reorganization
- 27:10Benefits of new system
- 29:37Designer tools improvements
- 34:14Database growth and reuse
- 35:35Tool and database updates
- 37:46Static analysis and testing
- 40:14Summary
- 41:18Q&A
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