ANZUSGaming📀 If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life #arma3 #arma3roleplay #roleplay #florida #floridarp
ANZUSGaming has produced a completely custom ARMA 3 Florida map.
ANZUSGaming 6.0 - ARMA 3 Florida Life - Full Update TrailerANZUSGaming2022-12-24 | 📀 If you enjoyed watching this trailer and want to play on the server, you can join at https://www.anzus.life #arma3 #arma3roleplay #roleplay #florida #floridarp
ANZUSGaming has produced a completely custom ARMA 3 Florida map.
🎶Music Used: 2WEI - Kill the Crown youtu.be/KbdTPrqM0zw EPIC ROCK | ''Rebel Yell'' by Blakwall youtu.be/T_HCqi9e_9ENEW CHANNEL - LINK IN DESCRIPTIONANZUSGaming2023-02-27 | I have lost access to the ownership account of this channel so I only have Elliot to upload for me so I am making a new channel: Subscribe here: youtube.com/@Doug_JumperANZUSGaming Takistan Pop Up Server TrailerANZUSGaming2022-12-18 | ...ANZUSGaming 6.0 Teaser TrailerANZUSGaming2022-12-03 | 📀 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!
🎶Music Used: ''Wild'' - Luna Wylde youtu.be/xrDF6M6ntDU 2WEI - Kill the Crown youtu.be/KbdTPrqM0zwANZUSGaming 5.8 Update TrailerANZUSGaming2022-10-29 | 📀 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!
🎶Music Used: Fuzzeke - Fear Hip-Hop youtu.be/TFoqGlkdQnQ Bravery by Cold Cinema youtu.be/B3fVMrl5fOEGiving $10,000,000 Of Toilet Paper To Twitch Streamers #shortsANZUSGaming2022-10-24 | I attempted to film a youtube video where I would buy millions of EFT ruples of toilet paper, stream snipe streamers, and die with the toilet paper to get a reaction. Unfortunately, I didn't know they had changed it so you can't drop toilet paper. #escapefromtarkov #eft #shorts #foryou #a #b #cWhen the webcam microphone hits different #csgo #shortsANZUSGaming2022-10-24 | ...ANZUSGaming 5.7.5 Update TrailerANZUSGaming2022-10-01 | 📀 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!
🎶Music Used: Cyberpunk Gaming by Infraction - youtu.be/c5hVcNtnzowANZUSGaming 5.7 Update TrailerANZUSGaming2022-09-17 | 📀 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!
🎶Music Used: Infraction - Cinematic Racing Hip-Hop youtu.be/JLAsSAjwx44 Hahlweg - Do I Wanna Know? feat. Nicky MacKenzie youtu.be/_HwKnvIYZ7EANZUSGaming 5.6 Update TrailerANZUSGaming2022-08-20 | 📀 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!
🎶Music Used: Fuzzeke - On Your Arse - youtu.be/3mIwq6HiUHYANZUSGaming 5.5 Update TrailerANZUSGaming2022-07-16 | 📀https://WWW.ANZUS.LIFE - THANK YOU SO MUCH TO ELLIOT B, HIS SOCIALS ARE IN THE COMMENTS. 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!
🎶Music Used: The Foundations - Build Me Up Buttercup: youtu.be/hSofzQURQDk Rok Nardin - You Are Not Alone: youtu.be/n4DRP5bS88A🐸🐸🐸FROG KILLER🐸🐸🐸 5000 (ISAAK RED) GOES MASSIVE ON ARMA 3ANZUSGaming2022-07-13 | 📀ANZUS #shorts #arma3 #armareforger 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!BAD MAN IN ARMAANZUSGaming2022-07-13 | 📀ANZUS #shorts #arma3 #armareforger 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!HELICOPTER VS BRIDGEANZUSGaming2022-07-13 | 📀ANZUS #shorts #arma3 #armareforger 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!fornite dancing in arma 3ANZUSGaming2022-07-08 | 📀ANZUS #shorts 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!HUMAN VS HELICOPTERANZUSGaming2022-07-08 | 📀ANZUS #shorts #arma3 #armareforger 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!Why Boomers Dont Play Minecraft #Shorts #MinecraftShortsANZUSGaming2022-07-06 | Minecraft isn't fun when you suck at it. #Shorts #MinecraftShorts5.4 Update Trailer - ANZUSGAMING Grizzly Peaks Roleplay OfficialANZUSGaming2022-06-03 | 📀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!
🎶Music Used: Elephant Music - Singularity - youtu.be/AjRXgrBK17A5.3.5 Update Trailer - ANZUSGAMING Grizzly Peaks Roleplay OfficialANZUSGaming2022-05-14 | 📀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!
I met a monkey5.3 Update Trailer - ANZUSGAMING Grizzly Peaks Roleplay OfficialANZUSGaming2022-04-29 | 📀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!
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!Takistan in 2022ANZUSGaming2022-04-25 | 📀ANZUS #shorts 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!Why you should play ARMA 3 in 2022ANZUSGaming2022-04-25 | 📀ANZUS #shorts 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!5.2 Update Teaser Trailer - ANZUSGAMING Grizzly Peaks Roleplay OfficialANZUSGaming2022-04-02 | 📀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!
🎶Music Used: Fuzzeke - We Built This World: youtube.com/watch?v=ZQA4c4jxiaw&ab_channel=Fuzzeke5.1.5 Update Trailer - ANZUSGAMING Grizzly Peaks Roleplay OfficialANZUSGaming2022-03-05 | 📀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!
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!i just dont even know what this is so this is the titleANZUSGaming2022-02-19 | 📀ANZUS #shorts 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!dom torretto playing arma 3ANZUSGaming2022-02-19 | 📀ANZUS #shorts 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!when you buy drugs off that dan jumpah guyANZUSGaming2022-02-17 | 📀ANZUS #shorts 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!a b c d e f you - parker snovle 2022ANZUSGaming2022-02-15 | 📀ANZUS #shorts 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!huge snail invades cityANZUSGaming2022-02-15 | 📀ANZUS #shorts 🔴 Live on Twitch: twitch.tv/doug_jumper 💖 Please subscribe for future videos!
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!snitchANZUSGaming2022-02-13 | #shorts #arma3 follow my twitch: twitch.tv/doug_jumper play server: discord.gg/anzus5.1 Update Trailer - ANZUSGAMING Grizzly Peaks Roleplay OfficialANZUSGaming2022-02-12 | 📀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!
went flyingi got hit by my car while chasing my car after flying out of the windscreen of my carANZUSGaming2022-02-03 | #shorts follow my twitch: twitch.tv/doug_jumper
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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.siri gets violatedANZUSGaming2022-01-30 | #shorts follow my twitch: twitch.tv/doug_jumper
Yo, that one there was a violation, personally I wouldn't have iti met a monkey at nasa in arma 3ANZUSGaming2022-01-30 | #shorts follow my twitch: twitch.tv/doug_jumper
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I meet family guys peter griffin in ARMA 3 when trying to arrest a Russian Panther gang member.i get absolutely destroyed by a professional apex player but in arma 3ANZUSGaming2022-01-28 | #shorts follow my twitch: twitch.tv/doug_jumper