All Project Feathers Developer Diary entries
Engine update··5 min read

Migrated the 3D World Engine to stress-test flight

Feathers now runs the studio's 3D World Engine, and an expanded lake-and-forest testing map is there to stress flight and frame rate.

Project Feathers / Field recording

Portrait archive

The job was to bring Wizard Genie's 3D World Engine into Feathers and see what flight and the frame rate actually do on it. The older runtime was still drawing a small test bowl, so swapping the engine underneath that crop did not show the new runtime at all.

I pointed the default level at an expanded testing map instead: two lakes, a glacier-fed river, and enough forest that getting airborne has somewhere to go. It is a stress map, not a finished region. The old bowl had 39 trees. This one carries 4,803, and woody collision segments jump from 1,843 to 59,011.

The engine only counts once flight has a map heavy enough to struggle in.

That load is the test. Flight has to clear the canopy, follow the water, and stay readable while the world is drawing thousands of trees. I added a show-or-hide creature control so a bad frame can be blamed on the world or on Aurelie, instead of on a guess.

Windflower Cove is still in the build when I want the older movement playground. This map is the one I use when the engine, the forest, and the flight model need to be in the same place. The renderer pass that came next is its own entry.

The accompanying clip is an automated demonstration captured with fixed simulation timing, not a live frame-rate benchmark.