Anvil engine
Anvil is Ubisoft’s engine lineage also known as Scimitar; its archive signature retains the name scimitar. Sourced · Breakpoint format reference
Riders Republic stores data in forge version 27 archives with typed resources identified by CRC-32 type hashes and 64-bit resource identities. All six archive headers and index tables read without refusals; the name-hash evidence is graded per entry in the type inventory. Proven · RR
Ghost Recon Breakpoint shares this archive generation and naming scheme. Sourced · GRB · Breakpoint format reference
Shaun White Skateboarding is an earlier game of the lineage: its forges are version 26 and its data blocks use LZO instead of Zstandard. Proven · SWS
The shared envelope does not make serialized bodies interchangeable: compression versions, resource grouping and class-specific serializers vary. Observed · RR Sourced · GRB · Breakpoint format reference
| Boundary | Riders Republic | Ghost Recon Breakpoint | Shaun White Skateboarding | Confidence |
|---|---|---|---|---|
| Forge | Version 27; one FileSet in six checked archives | Version 27; chained FileSets documented | Version 26 Proven · SWS | Observed · RR Sourced · GRB · Breakpoint format reference |
| Data compression | Version 2, algorithm 5, Zstandard | Version 3, algorithm 3, Oodle Mermaid | Version 1, algorithm 2, LZO2A Proven · SWS | Observed · RR Sourced · GRB · Breakpoint format reference |
| Resource grouping | One per checked ordinary entry | Multiple per data container | Many objects per cell entry Observed · SWS | Observed · RR Sourced · GRB · Breakpoint format reference |
| World evidence | Grid, entity, layer and placement measurements | Community archive-mounting analysis | Grid cells and world roots Observed · SWS | Observed · RR Sourced · GRB · Breakpoint format reference |
The forge locates entry bytes, data blocks decode them, and the resource header supplies identity and type. Riders Republic’s grids list resources, and entities attach visuals, physics and gameplay components. Observed · RR
Archive version 27 identifies a container generation, not a public engine-version number. An exact engine revision is not established. Unknown · RR
Pages
Archives and files
- Compressed data blocks — Entry framing, chunk size tables, checksums, the Zstandard, Oodle, LZO2A and LZO1X variants, and the PrefetchingFileInfos records.
- Forge archives — Version 26 and 27 headers, FileSets, parallel index and name tables, and version 26 entry headers.
Data model
- BuildTables — Typed rows, property paths and resource assembly tables.
- Component body grammars — Measured component length rules and the boundary between framing and semantics.
- Entities and groups — Entity framing, component headers, inline hierarchies and group members.
- Entity flags and bounds — The flag run, culling multipliers and BoundingVolume.
- GIDynResource storage — Cell-owned volume descriptors, encoded streams and probe positions.
- Resource headers and references — Type hashes, ClassIDs, extended file headers and member objects.
- Resource inventory and reader coverage — Counting units, archive populations, type-name confidence and decoding scope.
- Resource type inventory 1 — Stored type hashes, independently graded names and per-forge counts.
- Resource type inventory 2 — Stored type hashes, independently graded names and per-forge counts.
- Resource type inventory 3 — Stored type hashes, independently graded names and per-forge counts.
- Resource type inventory 4 — Stored type hashes, independently graded names and per-forge counts.
- Runtime class registry — Class descriptors, stored field kinds and confidence in CRC-based names.
- Visuals and mesh instances — Visual references, LOD slots, instance matrices and material replacements.
World and streaming
- DataLayers and world state — Layer actions, active-layer state and reset buffers.
- LODSelector — Five descriptors, dependency-filled leading slots and distance fields.
- LongRange and FarFake cells — Distant object proxies, Morton cell names and far ground.
- Placement and instancing — Stored transforms, metres, local instance matrices and group relationships.
- World grids and cell listings — GridLayouts, hierarchical partitions and resource listings.
- World resource and managers — World configuration, component list and TerrainParam footer.
Geometry
- Mesh and MeshData — Compiled mesh framing, vertex streams, primitive ranges and inline multi-mesh index origins.
- Mesh LOD levels — Five-level selectors, dependency-backed mesh references and multiple LOD ranges inside a mesh.
- Packed vertex formats — Positions, signed UVs, colour, normal frames and skin streams in Riders Republic meshes.
Materials
- Influence and the restored world — How Shaun White Skateboarding switches between its grey and its coloured world: the influence texture, the material hide mode and the runtime display option.
- Material and TextureSet — Material property envelopes, texture selectors, template descriptors and binding records.
- Material render state — Blend modes, stored boolean flags, alpha reference, culling and draw-class masks.
- Material UV transforms — Eight-float UV properties, runtime matrix observations and unresolved rotation and animation order.
- Specialized surface families — Ice, roads, layered ground, screens, vegetation and world-space material behaviour.
- Surface formulas and texture roles — Shader-verified colour, roughness, metalness, normal, AO and opacity formulas for material families.
- Texture property label vocabulary — The exact 125 texture-property labels, CRC-32 keys and stored occurrence counts.
Shaders
- G-buffer shading classes — Class-dependent output channels and the deferred lighting consumer.
- SDB2 shader bundles — The effect and program bundles of Shaun White Skateboarding: source files, records, state pairs and the programs they hold, with their opcodes and registers.
- Shader containers and permutations — DXBC packs, template-local code frames, sparse permutation tables and draw-key composition.
Textures
- Texture format codes — Anvil image codecs, storage sizes, channel-order disagreements and sRGB interpretation.
- TextureMap and CompiledMip — Image headers, external high-resolution mips, layered images and transfer flags.
Lighting and sky
- Global illumination and environment data — Dynamic surfel GI, probe positions, world transfer maps and ambiance environment cubemaps.
- Lights and emissive fixtures — WhiteRoom spotlights, managed light references, open-world emissive geometry and intensity limits.
- Sky, atmosphere and time of day — The season-to-sky chain, authored controllers, hourly scattering tables, clouds and stars.
Terrain
- TBF terrain files — Breakpoint's external terrain quadtree, predictive height codec and terrain material records.
- Terrain deferred decals — Projection boxes, atlas windows and the virtual-terrain decal output layout.
- Terrain height and node storage — FloorHeightData, the terrain quadtree, TNL block coding and detailed height samples.
- Terrain materials and splatting — Material banks, procedural sets, raster-driven blending, detail normals, altitude ramps and steep surfaces.
Vegetation
- Grass library and terrain selection — Grass models, rule groups, material fallbacks, terrain overrides and runtime instance generation.
- RealTree meshes — The procedural trees of Shaun White Skateboarding: the mesh blob, its nodes, branches and leaves, and the growth event.
- Trees, bushes and rock clutter — Stored vegetation placements, prototype instances, procedural-group copies and distant impostors.
Water
- Water surfaces, rivers and lakes — FakeWater stand-ins, river meshes, lake patches, atlas channels and depth-dependent water shading.
Effects and decals
- Effect entities and sequencing — Splash particles, FX timelines and ambient and wildlife effect sources.
- SplashFX particles — States, birth actions, display classes and particle resources.
Collision and physics
- CollisionMaterial and surfaces — Contact types, reaction references and query and collision filters.
- Havok tree payloads — Breakpoint’s MeshShape acceleration tagfile, distinct from Riders Republic’s section stream.
- MeshShape collision — Tagged geometry sections, adjacency, acceleration tree and materials.
- Primitive and compound shapes — Sphere, capsule, box and transformed compound collision.
- RigidBody and collision blockers — Entity shape ownership, filters and collision-only objects.
Animation
- Animation clips and tracks — Animation body order, bone mappings, key timing and packed values.
- Skeletons and bone identity — Bone trees, name hashes, stored poses and root transforms.
Gameplay data
- Gameplay database resources — Breakpoint’s multi-resource gameplay container and schema identities.
- Localization packages — How Shaun White Skateboarding stores its text: the LocalizationPackage with pair-compressed strings in a big-endian indexed block.
- Scripts, crowds and gameplay context — Domino values, crowd records and recursive condition trees.
- Skate guidance edges — How Shaun White Skateboarding stores grindable rails, ledges, copings and shaping edges on its entities.
Runtime and limits
- Archive mounting and resolution — Patch priority, global and scoped lookups and Riders Republic evidence limits.
- Start-up and the first frame — How the Shaun White Skateboarding executable starts: the single-instance check, the boot command line and settings, the floating-point environment, input, the engine window and the Direct3D 9 device, and where the first frame is drawn.
- World travel and the skater — How Shaun White Skateboarding changes world through the monorail station table, and where the running game keeps the skater's position.
Mod loading
- Patch forges and resource identity — Breakpoint data-mod packaging and the boundary with engine mounting.