ANZUSGaming
ANZUSGaming 3.0 - Kings County Cinematic Trailer
updated
Subscribe here: youtube.com/@Doug_Jumper
#arma3 #arma3roleplay #roleplay #florida #floridarp
ANZUSGaming has produced a completely custom ARMA 3 Florida map.
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❗ SOCIALS
Discord: discord.gg/dougjumper
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📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
2WEI - Kill the Crown youtu.be/KbdTPrqM0zw
EPIC ROCK | ''Rebel Yell'' by Blakwall youtu.be/T_HCqi9e_9E
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
''Wild'' - Luna Wylde youtu.be/xrDF6M6ntDU
2WEI - Kill the Crown youtu.be/KbdTPrqM0zw
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Fuzzeke - Fear Hip-Hop youtu.be/TFoqGlkdQnQ
Bravery by Cold Cinema youtu.be/B3fVMrl5fOE
#escapefromtarkov #eft #shorts #foryou #a #b #c
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Cyberpunk Gaming by Infraction - youtu.be/c5hVcNtnzow
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Infraction - Cinematic Racing Hip-Hop youtu.be/JLAsSAjwx44
Hahlweg - Do I Wanna Know? feat. Nicky MacKenzie youtu.be/_HwKnvIYZ7E
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Fuzzeke - On Your Arse - youtu.be/3mIwq6HiUHY
If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
The Foundations - Build Me Up Buttercup: youtu.be/hSofzQURQDk
Rok Nardin - You Are Not Alone: youtu.be/n4DRP5bS88A
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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!
If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Elephant Music - Singularity -
youtu.be/AjRXgrBK17A
If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Hidden Citizens - Moonlight Sonata: youtu.be/_OUGH5BE5FQ
Stocks Overlay by IncrediVFX - youtube.com/channel/UC4u_N4P_ZCyASxXX3o-QGWg
follow my twitch: twitch.tv/doug_jumper
I met a monkey
If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
"Incoming Fate" by Ghostwriter Music: youtu.be/VYsORjXUXYI
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Fuzzeke - We Built This World: youtube.com/watch?v=ZQA4c4jxiaw&ab_channel=Fuzzeke
If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
2WEI - Toxic (Official Britney Spears Epic Cover): youtube.com/watch?v=yL7IRngzIdk&ab_channel=2WEI
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
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💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
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📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
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.
One of the key features we really wanted to have and improve upon in Enfusion is modding, including support in our tools. This is an important aspect and one that influenced the architecture a lot. Another aspect we considered is that Enfusion should be able to drive big and dynamic multiplayer games, even on mid-tier hardware. We can’t bake many things into the data, but we can compute or refresh most of them during runtime.
ARMA 4 ARMA4 ARMA 4!
follow my twitch: twitch.tv/doug_jumper
play server: discord.gg/anzus
If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Secession Studios - Desolation of Light: youtube.com/watch?v=pBkWLTxx_Qo&ab_channel=SecessionStudios
follow my twitch: twitch.tv/doug_jumper
play server: discord.gg/anzus
follow my twitch: twitch.tv/doug_jumper
play server: discord.gg/anzus
follow my twitch: twitch.tv/doug_jumper
play server: discord.gg/anzus
follow my twitch: twitch.tv/doug_jumper
play server: discord.gg/anzus
follow my twitch: twitch.tv/doug_jumper
play server: discord.gg/anzus
follow my twitch: twitch.tv/doug_jumper
play server: discord.gg/anzus
follow my twitch: twitch.tv/doug_jumper
went flying
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went flying
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mort and his spawning smh
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man randomly rips in a helicopter and falls from the sky
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A medic drone swooped me up, dropped me on a car and that is how I met your mother... I mean.. that is how I lost my legs.
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Yo, that one there was a violation, personally I wouldn't have it
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I met a monkey when climbing up the NASA vehicle assembly building in ARMA 3
If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life
#arma3 #arma3roleplay #roleplay
🔴 Live on Twitch: twitch.tv/doug_jumper
💖 Please subscribe for future videos!
❗ SOCIALS
Discord: discord.gg/dougjumper
Twitter: twitter.com/dougjumper
📽️My Editor: Elliot B
Youtube - youtube.com/c/ElliotB
Steam - steamcommunity.com/profiles/76561198112561309
Twitch - twitch.tv/elliotb
🎶Music Used:
Local Forecast - Elevator: youtube.com/watch?v=FgXYzF5-Yiw&ab_channel=KevinMacleod-Topic
Secession Studios - Wake of the Martyrs: youtube.com/watch?v=zoyiRis_-ds&ab_channel=SecessionStudios
follow my twitch: twitch.tv/doug_jumper
I meet family guys peter griffin in ARMA 3 when trying to arrest a Russian Panther gang member.
follow my twitch: twitch.tv/doug_jumper
I get rekt by twitch.tv/cory


