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Lets not play dumb here, the Riot engine is over 10 years old and has TONS of issues, particularly in regards to hitboxes and elevation. Do you guys ever think that Riot will update the engine's core code to make sure to fix things like Nidalee's spear magically hitting you when you're on an incline even though its a full character space below you? Having an engine that (as far as I can tell) has no z axis but still having your characters visually move up and down inclines seems like a massive oversight and I'm amazed that people don't talk about it more.

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over 2 years ago - /u/Reinboom - Direct link

The League engine in most significant ways is not the same engine that League shipped with. The collection of tools and systems that make up what could be considered the engine has had multiple renderers, VFx pipeline has been near completely replaced, UI tooling and its underlying tech has been completely replaced, audio systems, all complex game data has been supplanted into a new structure, localization systems has been replaced, and so on and so forth. The engine does have shortcomings, but it's also VERY good at the things it does do. Which is all optimized towards League and, now, TFT.

Most of the issues described are *not* Engine level issues. Weird, niche, and complex bugs also tend to not be an engine issue. Instead, generally, it's almost always a content issue of some kind. Or, they're issues that is so incredibly specific to League interactions that there really isn't a generalized solution within another engine. That is, the cost to "do good" is the same in the League engine as it is elsewhere.

Instead, almost all the issues tend to be "content issues" of some kind. Which is generally more about a tool not existing at the time they were made rather than something fundamentally wrong with the content. Effectively, the content needs to be returned to and updated in some way. OR, it's a different kind of self-imposed limitation on the content itself.

A couple illustrative examples based on some of the content in this thread:

  • Nidalee spear: Missile needs to be updated to follow ground height. There's some VFx considerations that need to happen to make this look good and not just snap around weirdly.
  • "No more Elemental Lux!": This is due to League game client memory cost (note: Not the League client, but the client that the game is actively played in). That League can run on some fairly low spec machines is fairly significant to a large segment of the playerbase who otherwise couldn't play higher demand games, especially for regions without PC cafes (such as NA). In order to ensure we always stay within that budget, we operate in a kind of dance between setting strict budget for groups of content (such as the max cost of a single skin) and then optimizing down various systems so that we can increase those budgets at a later point.

Perhaps the biggest issues are more related to spell and script complexity than anything else. Again, not an engine layer issue. These are also things that we're constantly rewriting and updating, but it's an ongoing process. You can kind of infer some progress with various large content interactions suddenly resolving, or very specific interactions coming into being. Viego forced the rewrite of many passives. Sylas forced the update of many spells. Scaling icons in tooltips forced the rewrite of how nearly every spell in the game calculates its values. UltBook has been steadily forcing the rewrite of some fairly niche systems + their accompanying spells. (e.g. Annie R --> Pet system now updated to support multiple pets)

over 2 years ago - /u/Reinboom - Direct link

Originally posted by Caenen_

Finally someone with the firsthand knowledge (and 10+ years of experience with the game) whose comment can be cited on this in the future.

On this note, we'll be missing your contributions to this game and the great comments and dev-blogs, hope your next steps in life will be enjoyable wherever you are going next!

<3

Thank you for collecting and sharing all the details you have done. I wish I got to provide more first hand, but I tended to not notice threads like this until days after they went up. :(

over 2 years ago - /u/Reinboom - Direct link

Originally posted by Specialist-Chip-9000

Oh, this is really interesting. Can i ask if the way the models of the characters and skins are updated as well compared to early league?

Generally no. Minor fixes are done, but exhaustive fixes tend to only occur when there's a VU.

over 2 years ago - /u/Reinboom - Direct link

Originally posted by Specialist-Chip-9000

Oh, im talking about the newer champ models compared to the older ones. Sorry if my question was unclear 😭

Ahh, if newer champions / skins are built with newer techniques?

If so, then absolutely yes. There's fairly extensive differences in tech between older champs/skins and new champs/skins. As an example, old ultimate skins would push an entirely new character to replace the older character to get large transformations (e.g. DJ Sona transforms). And given how isolated these characters were, they couldn't share a lot of resources. Whereas newer skins now have a "gear" system that lets them more easily target updated parts of a skin and swapping out sections of their VFx resolvers, meaning we could do things like that now both much more easily... and with less impact on total memory cost. But unfortunately, older skins were just not build that way (due to the tech not existing).