▁to ▁online ▁forum ▁comments ▁that ▁doubt ed ▁that ▁Hello ▁Games ▁could ▁deliver ▁a ▁game ▁of ▁that ▁size . ▁ ▁The ▁determin istic ▁approach ▁also ▁allows ▁Hello ▁Games ▁to ▁optimize ▁the ▁rendering ▁of ▁the ▁game , ▁as ▁what ▁is ▁visible ▁to ▁the ▁player ▁can ▁be ▁determined ▁directly ▁through ▁these ▁generation ▁algorithms . ▁Plan ets ▁are ▁rendered ▁using ▁vo x els ▁with ▁proced ur ally - generated ▁text ures ▁while ▁fl ora , ▁fa una , ▁and ▁other ▁surface ▁features ▁use ▁polygon - based ▁rendering ▁as ▁to ▁maintain ▁a ▁target ▁ 3 0 ▁frames ▁per ▁second ▁along ▁with ▁middle ware ▁like ▁the ▁Hav ok ▁physics ▁engine ▁for ▁animation ▁and ▁other ▁dynamic ▁features . ▁The ▁on - the - fly ▁construction ▁of ▁a ▁world ▁did ▁create ▁some ▁difficulty ▁with ▁features ▁like ▁rivers , ▁which ▁in ▁most ▁virtual ▁environments ▁are ▁built ▁by ▁using ▁a ▁physics ▁engine ▁to ▁track ▁the ▁flow ▁of ▁water ▁down ▁a ▁slope . ▁Murray ▁and ▁his ▁team ▁developed ▁a ▁br ute ▁force ▁solution ▁to ▁include ▁rivers ▁and ▁similar ▁features ▁without ▁having ▁to ▁render ▁out ▁a ▁large - en ough ▁section ▁of ▁landscape ▁to ▁perform ▁the ▁same ▁calculation . ▁The ▁total ▁code ▁size ▁for ▁the ▁entire ▁game ▁was ▁around ▁ 6 0 0 , 0 0 0 ▁lines ▁of ▁code ▁by ▁February ▁ 2 0 1 6 . ▁The ▁entire ▁game ▁takes ▁up ▁only ▁ 6 ▁gig aby tes ▁on ▁a ▁bl u - ray ▁disc , ▁the ▁bulk ▁being ▁audio ▁files . ▁ ▁One ▁of ▁the ▁more ▁challeng ing ▁fe ats ▁was ▁to ▁create