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Anno 1800: Frame Analysis

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Thomas Poulet

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Description

Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.

It covers terrain virtual texturing with island-wide maps and a 512x512 node array, runtime tile baking and compression, a low-res sky cubemap, depth prepass with stencil tags, dual-camera shadow atlases with GPU-driven draws, forward HDR clustered lighting, GPU-animated particles, a short bloom and tone-map stack, Phoenix UI nine-slicing and distance-field text, and async FFT ocean work.

It is for intermediate to advanced real-time graphics engineers who read DirectX-style captures. Familiarity with virtual texturing and forward pipelines helps.

The piece is a free HTML article of about eighteen minutes with screenshots and shader IR walkthroughs on the author's blog.

It is useful as a concrete map of terrain residency, shadows, lighting, particles, UI, and async compute in a dense strategy-game frame.