UbiArt Framework: Difference between revisions
Created page with "The '''UbiArt''' engine is a game engine used by Ubisoft and created to make it easier for artists implementing their graphics and animations into a game. == History == T..." |
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The '''UbiArt''' engine is a game engine used by [[Ubisoft]] and created to make it easier for artists | The '''UbiArt''' engine is a game engine used by [[Ubisoft]] and created to make it easier for artists to implement their graphics and animations into a game. | ||
== History == | == History == | ||
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In an interview with IGN in April 2019<ref>https://www.youtube.com/watch?v=a9ewXj4RO5A&feature=youtu.be&t=2650</ref> Ubisoft CEO Yves Guillemot explains why the framework isn't being used as much anymore, stating the "tools were difficult to use". He however goes on by saying that “It’s still there, and you will see other things using it, but it’s not as predominant as it used to be”. As of 2020 the engine is only being used for ''Just Dance'', mobile games and ports. | In an interview with IGN in April 2019<ref>https://www.youtube.com/watch?v=a9ewXj4RO5A&feature=youtu.be&t=2650</ref> Ubisoft CEO Yves Guillemot explains why the framework isn't being used as much anymore, stating the "tools were difficult to use". He however goes on by saying that “It’s still there, and you will see other things using it, but it’s not as predominant as it used to be”. As of 2020 the engine is only being used for ''Just Dance'', mobile games and ports. | ||
== Common | == Common formats == | ||
=== Archives (.ipk) === | === Archives (.ipk) === | ||
The majority of the UbiArt games use IPK files to store all related game files. This format is a custom archive file where multiple files can be packed, maintaining their original directory structure. Files can be compressed, which is usually only the case for larger textures. The majority of the games use | The majority of the UbiArt games use IPK files to store all related game files. This format is a custom archive file where multiple files can be packed, maintaining their original directory structure. Files can be compressed, which is usually only the case for larger textures. The majority of the games use zlib compression while later games use LZMA. | ||
=== Actors (.act) === | === Actors (.act) === | ||
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<References/> | <References/> | ||
[[Category: Game engines]] | [[Category:Game engines]] | ||