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Frostbite in skate.

skate. stores its world in Frostbite superbundles: TOCs locate bundles, bundle manifests describe EBX documents, typed resources and chunks, and CAS archives hold their compressed bytes. EBX supplies the object graph; resources hold such data as MeshSets, textures and shader state; chunks hold bulk geometry and pixels. Observed

The scope here is the PC executable build 20260929, with separately identified ReSkate and ReSkate Studio versions. These rules are not established for other Frostbite games. Observed

A resource has several identities, used by different systems. A distinct manifest name or resource id does not prevent two meshes from colliding in the renderer’s 32-bit name-hash cache. Texture streaming instead deduplicates by a 64-bit identity, and materials resolve through 64-bit keys across loaded shader depots. Observed See resource identity.

San Vansterdam streams a hierarchy of cells and distant vista geometry. The compiler used by community maps produces a related hierarchy but differs in collision residency, placement representation and vista construction. Observed See WorldPartition and Studio compilation.

Hard capacities include texture handles, spatial cull ids and ids for each class of light. ReSkate raises some capacities and guards others; its version is therefore part of the content’s runtime requirements. Sourced · ReSkate See limits and the crash catalogue.

Pages

Archives and files

Data model

World and streaming

Geometry

Materials

Shaders

Textures

Lighting and sky

Terrain

Vegetation

Water

Effects and decals

Collision and physics

Animation

Gameplay data

  • Quick Drop items — The assets that make one placeable Quick Drop object, the superbundles they live in and how added items are registered.
  • Skater camera — Where the third-person camera sits relative to the skater right after spawn, how reproducible its framing is, and where its framing height is stored.

Runtime and limits

Mod loading