Naughty Dog Releases Uncharted’s Source Code, Free of Charge

07/02/2009 Written by JohnDraisey

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Naughty Dog has never been prone to keeping secrets, even during their PS2 days. They were more than happy to swap technology with notable PS2 developer, Insomniac Games, and work with other developers in order to get the most out of the hardware. And thanks to the efforts of Phil Harrison, this generous behavior has carried over to all first party PS3 developers. However, Evan Wells, the co-president of Naughty Dog, revealed that his team is taking the concept of technology sharing to an entirely new level.

“We’re very fortunate to have a great group of first party developers within Sony that we’re able to collaborate with. We’re frequently exchanging technical ideas and even share some code from time to time.

We’ve even posted the entire source code of Uncharted: Drake’s Fortune to Sony’s internal severs so that any first party developer can look through it, or borrow from it…and we plan on doing the same thing when Uncharted 2 ships.”

But 3rd party developers, despite lacking access to this code, still get special treatment from the Dogs. Evan noted that Sony’s ICE team, located internally at Naughty Dog, has been releasing optimized PS3 code through EDGE libraries for years to all PS3 developers.
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Here are some of the technologies that will be made available to first party devs through Uncharted 2′s source code once the title releases this Fall:

  • Screen Space Ambient Occlusion
  • Deferred Rendering
  • Cloud Computing
  • Parallax Mapping
  • High Dynamic Range Tone-Mapping
  • Per Object Motion Blur
  • Cascade Shadows
  • Subsurface Scattering

[Source]






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2 Responses to “Naughty Dog Releases Uncharted’s Source Code, Free of Charge”

  1. I remember in an interview with Amy Henning on the PS Nation podcast, she said that Sony wanted them to make the game from the ground-up in C++ because it was planned from the start that they would be sharing their source code.

    During the PS2 days, this was why Jak and Ratchet were pretty similar on a technical aspect: they shared the same engine.

  2. DRCD1 says:

    Facts that Nobody care Part1:
    YEAH PARALAX MAPPING (It’s like Bumb or Normal mapping but the texture, beside causing shadows that give the material a sensation of depth and/or height, moves around in order to create an even more better (more better lol) depth sensation. Like the bullet holes from Stranglehold. I think (did the first Uncharted had Parallax mapping?)
    Oh and for Subsurface Scattering (if it is what I think it is: a think that round, That sphere up (word coming from the verb: to sphere) the edges of a 3D model, and probably will only be used in TOTAL CGI cinematics (and from the trailer I can say the game as lots of CGI Cutscenes)
    It’s AKA and MKA (most known as): Naughty Dog is lazy and won’t do models vertex by vertex(is vertex the plural?) LOOL just kiddin
    All of the above may just be pure speculation, but pheraps is not
    Sorry for my english, I’m Portuguese

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