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Anvil engine

AnvilApplies toRRGRBSWS

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

Which exact engine revision does Riders Republic use?

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

World and streaming

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

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

Lighting and sky

Terrain

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

Effects and decals

Collision and physics

Animation

Gameplay data

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