Frostbite Game Engine

'EA dropped mod support from their games almost a decade ago,long before they adopted the Frostbite Engine as their main developmenttool.For years modders have been asking for access to gain the ability toadd to the Battlefield games.Well, rather than gain access to the engine, one coder’s madetheir own engine that can edit Frostbite-compiled levels.CaptainSpleXx has made an engine we can load in data from Frostbitemaps.Within his editor he can then make alterations, moving and deletingbuildings,changing textures, and, most importantly, recompiles the maps so theycan be played in Battlefield 4.His engine tricks Battlefield into receiving the altered map files,making the game think it’s an official patch. From there, onprivate servers,CaptainSpleXx is free to play his modded maps.'

  1. Frostbite Game Engine Download
  2. Frostbite Game Engine Tutorial
  3. Frostbite (game Engine) Wikipedia
  4. Frostbite Game Engine Download
  5. Frostbite Game Engine Cost
  6. Frostbite Game Engine Wiki
  • Since 2014, the EA Sports NHL series has utilized the Ignite engine developed by the company specifically for sports games. While other EA Sports titles like Madden and FIFA have jumped to the Frostbite engine in recent years, NHL has remained on the older engine throughout its entire run on the PlayStation 4 and Xbox One.
  • 2019 marks just over 10 years since the release of the first game powered by Frostbite, Battlefield: Bad Company!!! We wanted to give our players a look at t.
  • The Frostbite Engine is a multi-genre and platform video game engine, it is developed by EA Digital Illusions CE. Frostbite debuted with the release of Battlefield: Bad Company, which ran on Frostbite 1.0. 1 Games using Frostbite 1.1 Frostbite 1.0 to 1.5 1.2 Frostbite 2 to 2.5 1.3 Frostbite 3 The following is a list of the current games running on the Frostbite engine: Battlefield Bad Company.
  • Frostbite is a game engine developed by EA DICE, designed for cross-platform use on Microsoft. Evolution/History of Frostbite Engine Games from 2008 to 2019.

~PCGamesN 2015


The Frostbite Engine is used by multiple Games, so the modding community (without modding tools) is big. We have Experts out there and they have contributed: - Textures @dainiuxxx - Mesh - (Geometry like Players, Objects.) @dainiuxxx & @shakotay2 - Sounds - EBX - (Health, Position Of Objects, Rate of Fire, Events.) @Frankelstner.

What does that mean ?
This means the project is not donediscontinued. The Core layout is done and extracting data works 99% at the time. Smashing all the extracted (modified) data back together works as well. This means all data can be modified in some way and applied to the Game you are working with. The principle of modding.
Data can be modified in some way ?
Changing Images (Textures) with Photoshop or Creating Geometry (Mesh) inside Blender is not a big deal, but this is far away from the extracted data.
The Frostbite Engine is not simply storing information in common Filetypes, No! The guys at DICE invented more efficient ways to store data by creating their own.
This means data needs to be analysed and converted. A proccess that can take days or months. Generally that's not the problem. The problem is: not one, two ... dozens of data, nobody really knows what it is and its takes time to find out.
What can it be ?
The Frostbite Engine is used by multiple Games, so the modding community (without modding tools) is big.
We have Experts out there and they have contributed:
- Textures @dainiuxxx
- Mesh -> (Geometry like Players, Objects...) @dainiuxxx & @shakotay2
- Sounds
- EBX -> (Health, Position Of Objects, Rate of Fire, Events...) @Frankelstner
...this is cool but not much. We don't really know how the terrain or animation tracks work.


Latest changelog:
-Simple External EBX Tool (20-Aug-16)
-EventGraph-Viewer Core-Implementation (25-Apr-16)
Progress March (YT-Video)
-Map Editor Direct3D Matrix to OpenGL fix (28-Feb-16)
-Map Editor Apply data (26-Feb-16)
-Map Editor Loading Pre Bugfix (23-Feb-16)
-Compiler Bug fix (22-Mar-16)
-Bug fix (01-Mar-16)
-Map Editor Gizmo (21-Feb-16)
Progress February (YT-Video)
-EBX Editor (tmp, until fix) (29-Feb-16)
-Implementation for NON-CAS patched to base. (20-Feb-16)
-Bugfix (18-Feb-16)
-Full BF4 Server support (17-Feb-16)
-Per Pixel Object Selection (16-Feb-16)
-Map Editor loading (10-Feb-16)
-Mod loader changed (08-Feb-16)
-Core BF4 server support (07-Feb-16)
-Recompile NON-CAS implementation (05-Feb-16)
Progress January (YT-Video)
-EBXCreator returns working EBXFile (16-Jan-16)
-Bugfix (10-Jan-16)
-EBXCreator preparations (24-Dec-15)
-Visual, Cas + NonCas Support update (14-Dec-15)

ZLOEmu:
BF4 Private Servers coming soon! http://youtube.com/...
Don't ask how to join Beta! You will be choosen.
Take the chance in our closed beta giveaway!

Main-Pipeline:
-Loading Unpatched/Patched resources 82% ✗
-Loading DLC Content (NON-CAS) 85% ✗
-Loading General Content (CAS) 95% ✓
-Extract EBX Files 99.9% ✓
-Modify EBX Files 95% ✓
-EBX Editor 90% ✗
-Extract ITexture Files to DDS 100% ✓
-Modify DDS and recompile to ITexture 99.8% ✓
-Extract MESH Files Geometry + UVs 90% ✓
-Mesh Bone support 0% ✗
-Load Mesh into Editor 99.5% ✓
-Convert Mesh,UVs and Normals to Wavefront OBJ 99% ✓
-Recompile Mesh from OBJ 0% ✗
-Extract Sound Files 0% ✗
-Mod Loader 90.0% ✗
-New Version Alert 100% ✓
-Clone client using Hardlinks 100% ✓
-Apply Modified EBX 100% ✓
-Apply Mesh 0% ✗
-Apply ITexture 90% (CAS-Only) ✓
-Apply Chunks 100% (CAS-Only) ✓
Editor-Pipeline:
-Axis Aligned Raycasting 100% ✓
-Axis Aligned Bouding Boxes 100% ✓
-Per Pixel Object Picking 100% ✓
-Advanced Raycasting 0% ✗
-Advanced Hit Boxes 0% ✗
-Change Lightning 0% ✗
-Change MouseSpeed 100% ✓
-Object Selection 99.9% ✓
-Object Transf./Rot./Scal. using HotKeys 100% ✓
-Layer support 100% ✓
-Convert EBX to Map Editor 80% ✗
-Modify EBX Structure from Map Editor 85% ✗
-Light support 30% ✗
-Advanced Shading 40% ✗
-Efficient gpu memory management 70% ✗
-Transformation Gizmo 80% ✗
Additional-Pipeline:
-Occlusionmesh support 0% ✗
-LuaC support 0% ✗
-Enlighten/Staticenlighten support 0% ✗
-Animationtrackdata support 0% ✗
-HKDestruction support 0% ✗
-HKNONDestruction support 0% ✗
-Event support 40% ✗


A working Editor, that allows to modify Frostbite 3 Games as you like.Source: FrostED (Official Frostbite 3 Editor)

Progress February

Bots on ZLOBf4

BF4 Server on Linux

Youtube:https://www.youtu.be/..
Twitter (less active):@GreyDynamics

Run 'run_binary.bat' to launch.
This application requires:
>Java Runtime Environment 1.8+
>2GB of free Memory
>OpenGL 4.0 GPU (GeForce GTX 260, ATI Radeon™ HD 5750 or better)


Frostbite
Supported by Advertisement
Helps to make the development possible.

Disable Adblock.

Wait 5 Seconds.

Click 'SKIP AD>' in the upperright corner.

(Main) http://sh.st/Bxm9K
(Fallback) http://adf.ly/1HDqyS
No support :(
Be a scumbag and don't support development.

Shame to you.

Shame to your family.

You are a scumbag, if you click here!

This tool was originaly developed by CaptainSpleXx and is now maintained by GreyDynamics.So helping this project by contributing would be really nice!

If you’d like to make a donation for all the hard work, I’d appreciate it.

Frostbite Game Engine Download

Posted by M. Saqib | Updated Jan 26, 2021 | Blog |

Frostbite is a powerful game engine developed by DICE Company in 2008. This Game Engine is written in C++ and C#. It develops games for PS3, PS4, Xbox 360 and Xbox one. It exclusively develops games for electronic Arts and specializes for FPS (First Person Shooter) games.

The first release of the engine was called Frostbite 1 and its first game was, Battlefield: Bad Company. It used HDR (High Dynamic Range) Audio for better sound perception and Destruction 1.0 for destroying object in the games. The improved version called Frostbite 1.5 was used in Battlefield: 1943 and Battlefield: Bad Company 2.

Frostbite 2 was first employed in Battlefield 3 in 2011 that used Destruction 3.0. Using the same engine, EA Black Box developed Need For Speed: The Run, that was a racing game. This engine was also employed to develop Army of Two, a Third Person Shooter Game.

Frostbite was employed in Battlefield 4 in 2013, which used more dynamic environment for players and Destruction 4.0. It also used Mental API to utilize CPU and GPU more efficiently. The remaining 5 games of NEED For Speed series were also developed using this engine. The first support game developed in this engine was Rory Mclory PGA Tour. The engine was also employed in whole series of FIFA games, Star wars, Madden and Planets Vs. Zombies.

It is an immensely powerful engine that provides specialized tasks. But it requires technical support and training to use it. There is not much online assistance (videos etc) available for developers so in case of any error, user will have to contact a technician.

Frostbite Game Engine Tutorial

Features

  • New Level Of FPS(First Person Shooter) Realism
  • Huge Detailed Landscapes
  • Dense Urban Areas
  • Large Forests With Destructible Foliage
  • High Density Vegetation And Debris
  • Dynamic Lighting And Shadows
  • Award Winning Immersion And Audio
  • Demolishes Building
  • Dynamic Ocean Combat
  • Dynamic Skies
  • Networked Water Simulation
  • More Immersive Storytelling

Games Developed in Frostbite

Useful Resources

  • Company Homepage: https://www.dice.se/
  • Official Homepage: https://www.ea.com/frostbite
  • Game Documentation: Rendering Architecture and Real-time Procedural Shading & Texturing Techniques
  • Wikipedia link: https://en.wikipedia.org/wiki/Frostbite_(game_engine)
  • List of Games built with Frostbite: https://www.ea.com/frostbite/games
Back to Game Engines List Frostbite

Here's our list of top five game programming books you should read.

Game Engine Black Book: DOOM: v1.1

The book Game Engine Black Book: DOOM: v1.1 is just a masterpiece from Fabien Sanglard as it describes not only the details of how the code works, but also some interesting history and trivia. The description of hardware capabilities, audio/video interfaces, and design decisions behind them is quite interesting.

If you're not a programmer the book is still interesting - it explains lots of neat tricks, plenty of photos, quotes, and backstory about how the game was developed.

Buy on Amazon

Frostbite (game Engine) Wikipedia

Frostbite Game Engine

Game Programming Patterns

With over 85% 5-start reviews on Amazon, readers agree that Robert Nystrom's Game Programming Patterns is a must have for any software developer. It has a crystal clear look at how to be the benevolent architect of a very complicated software/game without getting lost.

Frostbite Game Engine Download

The author presents the architecture of a game in an easy to understand matter not from an academic perspective but from experience. The book contains code examples written in C++, well organised and written so cleanly that it feels like pseudo-code.

Buy on Amazon

Beginning C++ Through Game Programming

With Beginning C++ Through Game Programming, Michael Dawson builds your knowledge from the ground up. This book not only is easy to understand and teaches well, but it is focused on the very subject to learn C++ for game programming.

When it comes to game programming, C++ is the name of the game.

Buy on AmazonBuy on Amazon

Frostbite Game Engine Cost

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made

This is highly recommend book for anyone who likes history of videos games, or just likes good stories. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made captures the complexity of game development that anyone can pick up and enjoy.

If you have even a passing interest in gaming be sure to pick this one up.

Frostbite Game Engine Wiki

Buy on Amazon

Foundations of Game Engine Development - Volumes 1, 2

The volume 1 of the book discusses the mathematics needed by engineers who work on games or other virtual simulations. The volume 2 explores the vast subject of real-time rendering in modern game engines.

The book is packed with great C++ code snippets and examples. You have tried-and-true methods that can be incorporated into any game engine and source code is not specific to any API or framework.

Buy on Amazon
Share: