Insomniac Games is currently in development on one of the first third-generation PlayStation 3 titles, Resistance 2. This page is a part of our larger NOCTURNAL INITIATIVE® and documents our current research and development in hopes of supporting the PS3 development community and enhancing overall development for its core technologies such as the CELL processor and RSX. In addition, we hope that giving interested tech-heads a deeper look into Insomniac's game development and production philosophy will let them see a bit more of what goes on behind the scenes here.

About this Page
We will feature a large variety of documentation here, such as
  • Simple tips on how to optimize a certain piece of code or hardware
  • Internal presentations or conference presentations.
  • Articles featuring Insomniac tech team members.
  • More in-depth Insomniac research and analysis.
  • Visit nocturnal.insomniacgames.com for releases of our source code


  • Contact Us
    We'd love to hear what you think about this R&D page, please send your comments to us at techsite[at]insomniacgames.com
     

    Recent Articles (graphic)

    GDC09 - Insomniac Physics

    04/10/09 - 18:00 PST - Posted by Eric Christensen, Principal Engine Programmer
    This year I had the opportunity to be part of Insomniac’s all day tutorial for GDC. I gave a presentation on Insomniac’s proprietary physics system, describing the evolution of its pipeline from inception to current day. In this presentation I explain the importance of optimizing a system for the SPU via shaders (isolated code fragments) and library shaders, as well as explaining the importance of good data design for optimal concurrency.
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    GDC09 - Resistance 2 Prelighting

    04/10/09 - 18:00 PST - Posted by Mark Lee, Senior Engine Programmer
    Resistance 2 had a big dynamic lighting overhaul from previous Insomniac titles. Here Mark Lee describes the new lighting and shadowing schemes used and touches on some of the implementation gotchas.
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    GDC09 - Gameplay Systems on the SPU

    04/10/09 - 18:00 PST - Posted by Joe Valenzuela, Engine Programmer
    This presentation, given as part of the Insomniac tutorial at GDC 2009, describes some of the systems and conventions used to support gameplay code on the SPUs.
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    Resistance 2 Water Rendering

    04/10/09 - 18:00 PST - Posted by Mike Day, Senior Engine Programmer
    We decided early on to devote much of the development budget to the modelling of interactive waves – waves emitted by local disturbances such as the impact of a projectile or a character wading through the water. The result is that while we feel the system is still lacking in certain features, we believe it demonstrates a technological first in games: interactive waves with the property of dispersion (a physically-based dependency between wavelength and wave velocity).
    Read the article, download the paper, and get the source code

    GTC09 - How a Physics Solver Works

    04/10/09 - 18:00 PST - Posted by Eric Christensen, Principal Engine Programmer
    This year I spoke at GTC about how a physics solver works. My intention was to provide a simple run-through of rigid bodies, constraints, and how they are used to pre-condition a solution. The presentation is meant to be comprehensive for everyone, so regardless of math background the information should be relatively easy to grasp. My hope is that this presentation will demystify how core solvers work. As a supplement to the presentation, I’ve provided source code for a simple 3D constraint solver which you can find on our nocturnal site. I encourage you to download the source code and experiment with it. I’d also like to point out that the solver does not have to be used for physics, as illustrated in my presentation.
    Read the article, download the paper, and get the source code

    Remez Exchange Algorithm

    02/05/08 - 18:00 PST - Posted by Mike Day, Senior Engine Programmer
    I was just telling Mark about some stuff I’ve been doing at home lately, and I thought I’d share. I’ve been trying my hand at the so-called Remez Exchange Algorithm, which is an iterative technique for finding coefficients of minimax polynomials (see example below). The results are promising… I’ve already got it to a state where we could actually use it, and once I’ve done a bit more work on it, maybe during post, I’ll put it up somewhere and write a wiki page on it.
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    Morphing

    02/05/08 - 18:00 PST - Posted by Jonathan Garret, Senior Engine Programmer
    For Resistance 2 we added vertex-morphing support to allow more expressive facial animation. This was augmented with a system for compositing textures on the SPU to support features such as animator-driven dynamic-wrinkles.
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    Prelighting

    02/05/08 - 18:00 PST - Posted by Mike Acton, Engine Director
    During the development of Resistance 2, one of the things we decided we wanted to do was improve our lighting model toward more of a focus on runtime light performance. With deferred rendering all the rage, we certainly considered it. But ultimately we thought it both too large and too risky for our development process. So we went with a kind of semi-deferred model that allowed us to get much of the benefit of fully deferred rendering without having to completely re-write our pipeline. Mark Lee (Master Engine Programmer) explained the approach during a presentation to the programmers.
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    Ratchet & Clank Worldwide Studios Debrief

    11/19/08 - 18:00 PST - Posted by Mike Acton, Engine Director
    In February, we gave a presentation to the Sony first-party studios on how we progressed during the development of Ratchet and Clank Future: Tools of Technology. The purpose of these presentations is to share with other developers and to give hints to the things that improved our development process. And not just our engine or tools technology, but anything that we think might be helpful. I've culled out a few slides due to NDA, as well as a couple that might have caused forum meltdowns. But otherwise, this should hopefully provide a good inside look into some of our processeses as well as the tech changes we made during RCF.
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    Presentations (graphic)Quick links to some of the presentations we have recently given (in PDF format).

    GDC09 - Insomniac Physics

    GDC09 - Insomniac Pre-Lighting

    GDC09 - Gameplay Systems on SPUs

    GTC09 - Physics Solver

    Optimization 101

    IG Moby B Spheres

    GPU for Everyone

    Async Character X

    Moby Async Update

    Progressive Mesh

    Dyadic Interpolation

    Debugging Tips

    GDC 2008 - Insomniac SPU Programming

    More on SPU Shaders

    Ragdolls and IK

    RFOM Debriefing

    Combined SPU Physics

    Introduction to B-Trees

    Fantasy of the Familiar

    Insomniac Occlusion Systems

    Texture Streaming

    Tier Systems

    Sound occlusion and diffraction

    Shadows in RCF

    Insomniac Games Custom Shaders and Effects

    Networks and Networking

    Virtual Memory System on Nintendo GameCube

    Eric Gooch's presentation on R:FOM lighting

    igCollision Presentation

    Multithreading Optimization Basics by Example

    Curved Surfaces on the RSX

    Effects Conduit

    Gameplay Architecture for Performance
    Research (graphic)

    Quick links to some of the research we have recently conducted.

    Resistance 2 Water Rendering

    Curved Surfaces on the RSX
    (Updated with screenshot!)

    Process Memory Utility

    Dynamic SPU Code

    Previous Articles (graphic)

    Online Co-op Bot Synchronization

    11/19/08 - 18:00 PST - Posted by Mike Acton, Engine Director
    Heather Barclay (Multiplayer Lead Programmer) gave an introduction to the programming team on our approach to synchronizing the network data for Resistance 2 Co-op mode. For those of you playing the game now, you know how crazy these games can get, and yet everything stays pretty smooth (for the most part). Enjoy!
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    Normal Maps and Cube Maps For Everyone

    11/19/08 - 18:00 PST - Posted by Mike Acton, Engine Director
    Continuing our For Everyone series. Chester Hsieh (Associate Engine Programmer) had a go at describing how normal and cube maps work to the general studio population. This presentation is for the curious that might want to know a bit more about the math and logic behind these very common texture maps.
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    Gameplay on SPUs

    07/02/08 - 18:00 PST - Posted by Joe Valenzuela, Engine Programmer
    What does a next-gen engine look like? Well, for one thing, it needs to take advantage of the multi-CPU architectures. Scalable systems don't just happen, they're designed that way. I was lucky enough to give a presentation at Sony Devcon 2008 about how the Cell (and multi-core architectures generally) need to influence the design of gameplay systems. Designing your gameplay to work with deferred systems is an important step to scaling your performance with future platforms. I hope that this illustrates some of the planning that should go into place to eliminate "gotchas" when writing your next-gen gameplay code.
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    Dynamic Component System

    07/02/08 - 18:00 PST - Posted by Terrance Cohen, Gameplay Lead Systems Programmer
    A year ago, we talked about a Gameplay Architecture for Performance, and since then, we’ve been hard at work putting our ideas into practice. The Dynamic Component System is our way of expressing gameplay in bite-size chunks that can be added to and removed from the game as needed. Dynamic components represent aspects of a game object or system’s behavior. They are allocated and deallocated on-demand from efficient memory pools, they’re hierarchical, and client code can query for an object’s component of a given type or a component that implements a given interface. Because of the way components are pooled, it is straightforward to run updates for a given component type in parallel with other component types, and on a different processor such as an SPU.
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    Sound Formats for Everyone

    07/02/08 - 18:00 PST - Posted by David Thall, Sound Programmer
    Driven by hardware design and media requirements, sound file formats are constantly changing. For example, on the PS3 we encode and decode an AD-PCM format for the majority of our sound sources during playback. On computers and portable music devices, most of you will listen to perceptually-coded, lossy, variable bit-rate MP3s. Those who still have CD players will listen to CDDA-encoded, signed 16-bit PCM sampled at 44.1 kHz. And sound designers will work mainly with chunked file formats like WAV and AIFF that give them flexibility in storage, playback and interoperability.
    Read the rest of the article and download the presentation

    Archive (graphic)
    Check out some of our past highlights

    Shuffle Helper Source Code

    Three Big Lies

    Faster SPU Clamp

    Disk Journal Dump Tool

    Win32 Profile Tool

    Curiously Small Code

    Supporting Cylinder Collision

    SPU Cheat Sheet

    SPU Shaders Introduction

    Autodesk Mental Ray pipeline at Insomniac

    Mike Acton's Insomniac Blarg on the R&D page

    SPU Ninja Homework #3

    Beware of Statics

    A hair-tearing-out bug and quiz

    Why Rotqmbybi Is Broken

    Al Hastings on being an Engine Programmer at Insomniac

    Configuring VNC for PS3