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@CyberDildonics, I think that @indescions_2017 was referring to pipelines suitable to be run inside game engines, working at "runtime", not batch-processing dat
by wdanilo 9y ago
@CyberDildonics, I think that @indescions_2017 was referring to pipelines suitable to be run inside game engines, working at "runtime", not batch-processing data upfront. You cannot utilize any of the software you mentioned to do it. You can use Houdini engine, but it's image processing capabilities are super limited currently and even if they improve, you are limited to thinking in the context of SOPs, DOPs, CHOPs etc, without being able to extend it with custom datatypes and procedures.
- thisjeremiah 9y agoTouchDesigner (https://www.derivative.ca/ https://www.derivative.ca/) or vvvv (https://vvvv.org/ https://vvvv.org/) are more comparable, since these systems DO work in realtime environments. But yeah, you still have to think in the context of SOPs, TOPs, CHOPs...
- wdanilo 9y agoYou cannot embed touchdesigner in a game engine (at last with ease). VVVV does not comes with abstraction over DOPs SOPs etc, but both are still very limited regarding what datatypes they can process.
- CyberDildonics 9y agoCan you embed this in a game engine?
- CyberDildonics 9y agoActually Houdini's COPs are very capable, I use them all the time. Also you can define custom procedures/nodes using vex as text or as a separate node interface.
- wdanilo 9y agoI know Houdini very well, I've been writing plugins to it for years. Vex is capable of handling complex expressions, but it is still limited to predefined 20 or 30 types and you cannot extend it (you can in a hackish way using some C++ interface, but lets assume that this is just too hackish). This also effects the UX of Houdini, you can often see nodes with 30 or 50 inputs that look strange (like the std material definition). If you are able to define custom types, you can collapse related parameters into new types. I'm not talking COPs or Houdini is something bad. It is one of the few applications that I support with whole heart and I love it. In fact Houdini is a very rare example of really well defined visual DSL. Luna differs in many ways, the most important are that we've got double representation and Luna is a real programming language, while Houdini provides you limited set of building, yet very powerful blocks. I would however love to see Luna used within Houdini as a plugin, I've been already speaking about it with some folks :)