3 ms·
I'm in the industry, in a tool group. I guess you talk about SpeedTree. We used in some of our games, but not in our latest. One of the problem of using middl
by malkia 16y ago
I'm in the industry, in a tool group.
I guess you talk about SpeedTree. We used in some of our games, but not in our latest.
One of the problem of using middleware, especially one generating content is how to integrate it with the rest of the pipeline.
If our pipeline sees that as just another model/texture like the rest of the provided, then no problem - e.g. An artist uses the tool to generate the geometry. But if we have to put some control over it, and integrate it deeper so far into the rendering system, then other problems arise:
- Speed of rendering
- Memory usage
- Collision support
- Can it reuse existing shader techniques, or new are required.
- others
And since you've talked about procedural - this would entail more variations:
For example if this is an multiplayer game you would have to synchronize the tree generation to look exactly the same for each player, and have the same collision box, or collision model (usually low-poly bounding convex or set of). This means you would have to communicate synchronize this with the clients.
Then some animatiors might've adjusted certain cut-scene to look very good, but the TREE has changed and now it's weird.
For an open world RPG, or strategy game this might not be a problem - more variation there for the better.
But all in all, if the price is right, and artists and coders agree - why not?
- idonthack 16y ago>For example if this is an multiplayer game you would have to synchronize the tree generation to look exactly the same for each player, and have the same collision box, or collision model (usually low-poly bounding convex or set of). This means you would have to communicate synchronize this with the clients. They just have to use identical seed values for their random number generators. Look at dwarf fortress: a few worldgen parameters and a single number are all you need to generate a fantasy world with complete with procedurally generated geography, population with traceable lineage, governments and other entities, and history, including artifacts and artwork that portray said history.