GOATi Entertainment

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22 Futuristic Vehicle Front Concept Image 22 Futuristic Antarctica Racing Track Environment Concept Image 22 Futuristic Vehicle Rear Concept Image


22 Video Game Logo

The Future Racing Series


Check the 22 Developer Blog for up-to-date project news
22 - Racing Series World Championship

SKU: PC, XboxOne, PS4
Genre: MMORS - Massively Multiplayer Online Racing Series
Demo Release Date: Q4 2015
Prototype Release Date: Q4 2016



CONCEPT GALLERY
22 - Environments
Prototype Development - Antarctica GP track - Circa 2115




Eighth Engine


Design Philosophy
Our core philosophy revolves around simplicity and efficiency

  • Simple systems are easy to optimize for efficient runtime performance
  • Efficient runtime performance allows us to worry more about creativity instead of technical limitations
  • Simple systems are easy to change as the needs of our production staff change
  • Efficient workflows for artists and content creators allows us to do more work for less cost




Multi-core CPU support from the ground up
  • Built to scale from low-power single-core devices up to the 32-core CPUs of the future
  • No loss of determinism or dangerous abstractions - this is multi-core made easy
  • Multiple higher-level processing paradigms supported;
    • The 'main loop' defaults to SPMD style; single-threaded is a special cas
    • Job/Task pool abstraction for heterogeneous async computing
    • Automatic task graph decomposition from traditional serial code, using messages and futures
    • Efficient implementation of the Actor Model for automatic parallelisation of OOP systems
    • Full integration with ispc – for high performance SIMD and SPMD code generation
  • Low level primitives: Atomics, thread-locals, thread pools, locks and spin loops, lock-free data structures

Designed with cross-platform pitfalls in mind
  • Compile-time selection of engine modules minimizes abstraction penalties, while preserving platform-agnostic game code
  • Per-platform data formats preserve efficiency and native conventions
  • Unified and elegant APIs, built to expose the full feature set of Xbox One, PS4, Xbox 360, PS3 and other devices, while remaining flexible, simple and efficient
  • Asset bundles for each platform are automatically created by our proprietary content build system
  • Many back-end implementations are planned




Flexible and efficient workflows
  • Real-time refresh of all asset types for extremely fast content iteration times;
    • Automatic source data change detection and recompilation
    • Data compiler tool instructs running game instances to re-load modified assets
  • Extensible plugin-oriented data compilation with automatic dependency tracking
  • Load-in-place data formats used to reduce on-load/parse computations to almost nil
  • Native asynchronous streaming of all asset types
  • Compressed data archive support for shipping builds
  • Network file-system support for development builds


State of the art rendering technology
  • Rendering APIs are designed with flexibility as a primary concern to easily add or modify;
    • Lighting pipelines, such as Forward+, Deferred, Clustered, Inferred
    • Shading models / BRDFs
    • Shadowing algorithms
    • Scene management techniques
    • Post-processing and special effects
  • Fully dynamic scenes, lighting and time-of-day
  • Physically-based shading with global illumination;
    • Reproduction of dielectrics, conductors, retroreflectors, anisotropic highlights, translucent scattering and participating media.
    • Accurate bounce lighting and ambient specular via Image Based Lighting and real-time sphere-tracing techniques.
  • True floating-point HDR rendering pipeline using radiometric units throughout
  • Filmic and photographic post-processing controls ‐ Emulation of F-stop, ISO, shutter speed, focal length and sensor/film-stock adjustments
  • Oculus Rift VR, Sony Morpheus VR, Stereo 3D, multi-monitor and UltraHD ready




Flexible multi-player and networking systems
  • Authoritative client-server, peer-to-peer and hybrid topologies supported
  • Separate physics replication strategies for low-latency and extremely high-latency networks
  • Server-based post-match cheat detection and peer validation
  • Cloud infrastructure for;
    • User accounts, authentication and authorization
    • User-generated content sharing
    • Matchmaking and server browsing
    • Hosting of dedicated servers
    • Organization for e-sports style tournaments




Integrated scripting, serialization and reflection bindings
  • A simple data-description API allows decoration of any C++ type with;
    • Lua bindings (support for other languages also planned and designed-for)
    • Serialization / de-serialization functions, to binary formats, JSON, or similar
    • Generic type reflection
    • Deferred execution of method calls (as ‘messages’ with ‘future’ return values)
  • Generated Lua bindings are extremely lightweight, with minimal inefficiency in crossing the C++ Lua boundary;
    • Dynamic type validation of C++ objects can optionally be disabled for shipping builds, for maximum performance




Debugging and performance analysis tools
  • Integrated testing framework to avoid regression or 'broken builds'
  • Per-module assertion and logging filtering
  • Crash dump generation
  • Live Lua debugger/IDE connection and code reloading
  • Intrusive block-based code profiling of multi-core CPU and GPU workloads
  • WebSocket host, providing live data inspection and modification capabilities to external browser-based and desktop tools



Detailed vehicle and physics simulation
  • Advanced tyre simulation, wheels with Ackermann geometry, caster, camber and toe angles
  • Collision testing against smooth, curved surfaces
  • Aerodynamic forces: air resistance, downforce and lift
  • Torque curves, gear ratios, clutch, differentials, shock absorbers, stabilizers
  • Difficulty assists: ABS, traction control, keyboard steering assistance




Open source components
  • The engine’s core layer (not the high-level modules or tools) will be released as a permissive open-source project
  • An experimental/undocumented version is already available for the brave;