2 ms·
I was in gaming for 4 years or so. It was horrifying to see how much code that is not reused (excluding math/physics libraries). IMHO - The art pipline is the
by ransom1538 11y ago
I was in gaming for 4 years or so. It was horrifying to see how much code that is not reused (excluding math/physics libraries). IMHO - The art pipline is the real time suck and can make or break a game deadline. Just think of the staff alone to pull off a art pipeline. Producer -> Game Play expert -> Artist -> tools engineer -> graphics/engine guys -> game designers/ai guys. Just that chain alone from a tech perspective: LAU, databases, openGL, Maya3d, C++ tools, art vector tools, phyics engines, ai engines which are mostly proprietary. Budgets were like movies. Millions and millions. Oh yeah. And most are canceled after years of hard work.
I think if you are making a 3d game you haven't thought things through.