Disrupt Engine Lineage
The Disrupt engine is a fork of Dunia 2 (Far Cry 3), sharing the same
folder tree, binary object format (.dat/.fat), and XML conventions. (A
prior version claimed "open world city management comes from AnvilNext
(Assassin's Creed)" — this is UNVERIFIED: no occurrence of AnvilNext in the
binaries or sources. Removed pending evidence.)
Official primary source (Ubisoft blog, 2013-07-10, "The Secrets Behind
Watch Dogs' Next Gen Experience", Anne Lewis, interviewing Senior Producer
Dominic Guay + Animation Director Colin Graham): Disrupt is described as
"the product of over four years of dedication," built by Ubisoft Montreal,
"specifically to power Watch Dogs." Four pillars: dynamism (simulation —
driving, electricity, water, wind, cloth), impact (reputation/NPC
reactions), connectivity (seamless online, no loading/matchmaking),
flexibility (scales PS3/X360 → PC/PS4/XB1). No mention of AnvilNext or
Assassin's Creed — and none of Dunia either (the Dunia-2 connection is
established via binary-format/tooling compatibility, not this source).
Archived: web.archive.org/web/20140316064550/http://blog.ubi.com/watch-dogs-disrupt-engine-multiplayer/
Far Cry/Dunia modding tools (Gibbed.Disrupt, FCBastard) work across Disrupt games because Gibbed's tools were built FOR Dunia (the Dunia toolset, github.com/Open-Source-Modding/Gibbed.Dunia) and the archive format, binary object structure, and file naming conventions all come from the shared Dunia 2 lineage. The org's Gibbed.Disrupt description itself states it is "based on the Dunia engine."
Games
| Game | Year | Platform | Notes |
|---|---|---|---|
| Watch Dogs 1 | 2014 | PC, consoles | First Disrupt title. 32-bit hash namespace (FNV32 truncation of 64-bit). |
| Watch Dogs 2 | 2016 | PC, consoles | 64-bit hash namespace (FNV64 + CRC64_WD2). GLM text source format for geometry. |
| Watch Dogs: Legion | 2020 | PC, consoles | MOEG binary format for compiled geometry. Havok 2017.2.0 chunked format. |
Format Inheritance
- Archive format (
.dat/.fat) is identical across Far Cry 3–6 and all Disrupt titles. Tools like Gibbed.Disrupt handle both. - Binary object format (
.fcb, compiled XML) uses the same serialization.Gibbed.Disrupt.ConvertBinaryObject.exeworks across games (WD2 version handles WDL binary objects). - XML conventions for material descriptors, entity definitions, and world data follow Dunia 2 patterns.
Cross-References
- Asset Pipeline Formats — source-to-runtime format mapping
- installpackage Patch — archive priority hex edit (same across all Disrupt DLLs)
- Tool Gotchas — cross-game tool compatibility issues