[HN Gopher] Avalanche Studios NYC Retrospective - An Ambitious C...
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       Avalanche Studios NYC Retrospective - An Ambitious Company Ruined
        
       Author : ibobev
       Score  : 78 points
       Date   : 2025-09-29 10:21 UTC (12 hours ago)
        
 (HTM) web link (probablydance.com)
 (TXT) w3m dump (probablydance.com)
        
       | 0xffany wrote:
       | I absolutely loved JC2 and JC3 with more than 500 hours in each!
       | Despite the author's thoughts that the games were a buggy mess, I
       | feel like I never noticed the bugs in JC2 and the very literal
       | road bumps in JC3 were only problem when I was doing laps around
       | the first island out of boredom.
       | 
       | I could never quite put my finger on why the large island felt
       | so... empty? in the north, but it being canceled for most of the
       | development cycle is an insight I never thought I'd have, so
       | thank you very much for the insight.
       | 
       | The volumetric terrain of JC3 was an awesome improvement on JC2,
       | with the second island being very for the terrain and vertical
       | bases.
       | 
       | I tried JC4 and it was disappointing... It never clicked with me
       | and (just like the author) I felt it was worse than JC3 in almost
       | every way.
       | 
       | Major thanks to the author for the blog post, growing up and
       | working in software I really appreciate the perspective and both
       | Avalanche studio and the author for their work on these two
       | awesome and timeless games. Despite the apparent hell of
       | development, playing it always felt magical to me (maybe not the
       | car handling in JC2 but I digress) <3
        
         | klodolph wrote:
         | Yeah, I feel the same way. JC2 and JC3 are great. Never clicked
         | with JC4.
         | 
         | I had always thought the north island was empty because it was
         | used for the train mission. Like, the island existed as a
         | backdrop for a few missions near the end of the game.
         | 
         | Also nice to hear that the devs _also_ thought the wingsuit was
         | overpowered. That's part of what I like about JC2: no wingsuit.
        
       | YesBox wrote:
       | Note: this is not about/not to be confused with Avalanche
       | Software [1]; another video game studio that started in the 90s.
       | 
       | [1] https://en.wikipedia.org/wiki/Avalanche_Software
        
       | sippeangelo wrote:
       | Really interesting to get some perspective on how Avalanche
       | worked before I joined the Stockholm tools team, right around as
       | JC4 was being wrapped up. The few peeks I got at the Python
       | editor code gave me nightmares and I was very happy to work in
       | the C++ and Qt version instead.
       | 
       | I think "crunch culture" in gamedev will always be its downfall.
       | Especially in double-A studios that seem to end up with over
       | ambitious projects where with scope creep and lack of direction,
       | the sunk cost ends up too great to steer away from. Either you
       | release what you've got, or throw it all away.
        
       | johncalvinyoung wrote:
       | > I could write a lot about why you don't want to use Catmull-Rom
       | splines for roads.
       | 
       | I would read this essay, and share it with my friends.
        
         | rurban wrote:
         | That's basic knowledge in civil engineering. You can look up
         | every text book.
         | 
         | * Lack of curvature control
         | 
         | Catmull-Rom splines pass through all control points, which
         | sounds great, but the curvature between points is determined
         | automatically. For roads, you need precise control over minimum
         | curve radii for safety and vehicle dynamics - tight curves
         | require reduced speed limits and proper banking.
         | 
         | * No arc length parameterization
         | 
         | Catmull-Rom splines are parametric (0 to 1 between points), not
         | arc-length parameterized. This means equal parameter steps
         | don't give equal distances along the curve, making it tricky to
         | place lane markings, guardrails, or calculate exact distances.
         | 
         | * Curvature discontinuities
         | 
         | While the curve itself is smooth (C1 continuous), the curvature
         | can have abrupt changes at control points. Roads need smooth
         | curvature transitions for driver comfort and safety - sudden
         | changes in steering wheel position feel jarring and can be
         | dangerous at speed.
         | 
         | Better are:
         | 
         | * Clothoid/Euler spirals - Linear curvature change, standard in
         | highway design for smooth transitions between straights and
         | curves. I prefer clothoids
         | 
         | * Cubic Bezier curves - Better curvature control with tangent
         | handles
         | 
         | * B-splines - Smoother curvature, don't pass through all points
         | but more predictable
         | 
         | * Circular arcs with transition curves - Traditional civil
         | engineering approach. Nice, but not for fast speeds. And I
         | struggled with it constantly algebraicly.
        
       | pnw wrote:
       | Great read. It's a reminder of the costs of building custom game
       | engines in smaller studios.
       | 
       | I really enjoyed Avalanche's Mad Max game, and Generation Zero
       | was an interesting idea if imperfectly executed.
        
         | ToucanLoucan wrote:
         | Mad Max is _incredible_ as far as licensed tie-in games go.
         | Yeah it 's a bit repetitive and has a bit of the Ubisoft "map-
         | full-of-icons" shit but still, it's so approachable and so fun.
         | Also it fucks unreasonably hard on handhelds.
        
       | netruk44 wrote:
       | I have some friends in game dev who have shipped some pretty big
       | titles (and still do). They have very similar sentiments with
       | regards to constant self-inflicted breakages and (lack of)
       | testing and code reviews as well.
       | 
       | It's given me an appreciation for the kind of code quality
       | everybody just naturally agreed on and did back when I worked at
       | a FAANG. Nobody needed to be convinced to write/maintain tests
       | for their change, or be told to keep the mainline branch building
       | cleanly.
       | 
       | I wonder if _any_ of the large studios out there today have a
       | culture of testing and reviews?
        
         | teamonkey wrote:
         | Reviews are fairly common but unit tests not so much, in my
         | experience. CI is commonplace in all but the smallest studios,
         | and automated testing (such as running the game after building
         | and performing checks) is quite common; some productions use
         | bots to simulate players.
         | 
         | It varies by company and project and also the stage of
         | development. Avalanche sounds particularly chaotic though.
        
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       (page generated 2025-09-29 23:01 UTC)