BAD MAN IN ARMA

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Pavel Šafář: My name is Pavel Šafář and I am a Project Lead on the Enfusion project, which is also the name of the proprietary game engine we’re developing at Bohemia Interactive. I joined this team in 2017, but my career at BI started in 2016 as a Game Programmer for Take On Mars.



When I joined Enfusion, the team consisted of about 5 people, though not all of them were able to work on it full time since we were also busy delivering certain aspects of Enfusion as part of DayZ. I didn’t start as a Project Lead back then but as a Programmer. That changed in 2018. Now, in 2022, there are around 30 people who work on or contribute to the Enfusion engine on a regular basis, so the team has grown significantly. Since we want Enfusion to power the next generation of our multiplayer and persistent games, we added backend developers to our team in 2020.

I wasn’t a professional Game Developer before joining BI; my previous field was business IT. Playing video games and programming is my lifelong hobby, so I had plenty of reasons to get into the industry. It was quite a career twist, but I think it’s one of the best decisions I have ever made.


Enfusion Engine
80.lv: How did the story of Enfusion begin? What was the original plan? What goals did you have?

Pavel Šafář: The earliest mention of Enfusion dates back to 2014 when our CEO decided that Bohemia needed to develop a powerful and flexible game engine. But it took a few years before development actually started in earnest. I believe we split the engine source code from DayZ in 2018. Bohemia was starting to show significant growth and people began working on Enfusion full time.

We didn’t have any specific goals. Bohemia Interactive has over 20 years of experience making games and game engines, so our approach was iterative and based on discussions with experienced people throughout the company. We talked a lot with our Creative Director, Ivan Buchta, who told us which features he wanted to be implemented in our subsequent games and we developed the technology accordingly.

We didn’t start from scratch. We reused a lot from our Enforce and RV engines. Enfusion is kind of a mashup of the two, though many things have been rewritten or upgraded. We also deleted thousands of lines of code knowing that we’d need to write that code again, but better or different. But you can’t develop an engine forever; you must have a game project in mind. Our first project was to “port” the beautiful island of Tanoa from Arma 3 into Enfusion and run it on PlayStation 4. Tanoa was chosen because it was big enough and included a lot of entities, so it was a good test for the engine. We did other small internal projects on top of Enfusion back then, including one prototype which was released on Steam with the code name Project Lucie. Fun fact – I was the one integrating the Oculus Rift headset and controllers with Enfusion.



The Engine's Architecture
80.lv: Could you tell us about the architecture? What is the core of the new engine? How is it organized?

Pavel Šafář: We want to develop multiple game titles on top of Enfusion, but we need to do it right, and for that, we need good engine architecture. It’s something we care about a lot and is constantly being looked after by our Lead Engine Programmer. We simply can’t allow the introduction of game-specific features into the core of the engine; we are keeping these two things separate. There is some “overhead”, but it’s needed for long-term sustainability.

The engine is mostly written in C/C++. We are quite conservative in terms of the latest language features and we also pay a great deal of attention to which libraries we’re using and introducing to Enfusion. Since the engine must be multiplatform, we always need to keep this in mind when choosing a library or framework to use. Currently, we support Windows on PC, Xbox, and PlayStation. We also support Linux, but only for our dedicated servers. We try to keep the amount of platform-specific code as low as possible. Anything that can run in parallel runs that way. Our games are big in terms of size, simulation, and data, so our engine needs to be heavily optimized.


ARMA 4 ARMA4 ARMA 4!







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ARMA: Armed Assault Statistics For ANZUSGaming

At this time, ANZUSGaming has 413 views for ARMA: Armed Assault spread across 1 video. Less than an hour worth of ARMA: Armed Assault videos were uploaded to his channel, less than 0.52% of the total video content that ANZUSGaming has uploaded to YouTube.