not that you would want or need to Paul, but do you reckon the fabric
engine team could create a current generation DCC ? no follow up question
or tricks i'm just curious.


On 4 August 2013 17:40, Paul Doyle <[email protected]> wrote:

> It depends how we approach it. I'm confident in our ability to find a
> model that works. Ultimately we'd be providing a version of our engine
> (including source code), so I think the middleware/commercial engine
> approach is the way we would go. The stuff we're doing with Splice suggests
> we (and our customers) can implement some pretty nifty game authoring
> tools. Horde shows that we can encapsulate rich characters with secondary
> dynamics - and we're pushing on animation systems generally as an area that
> we think is ripe for innovation.
>
> Right now our core team is working on KL targeting the HSA architecture
> automatically - so KL rigs will have GPU compute available to them
> automatically. The pieces are certainly there for something compelling.
> But...
>
> My bigger concerns are around runtime footprint and budgets. I've been in
> the room when middleware vendors have made all kinds of promises, and then
> the reality of runtime budget bites them on the ass. We won't make the same
> mistake. We want to see how things pan out as game devs start hitting the
> GPU for compute on next-gen architectures. Right now we think it could be
> awesome, but we're waiting to see what devs tell us before we go further.
>
> In the meantime we will continue to push on KL rigging and procedural
> animation (along with our production RT renderer). I see some genuine
> convergence of game and VFX now, certainly for the way we think about
> things.
>
>
> On 3 August 2013 13:35, Matt Lind <[email protected]> wrote:
>
>>   <quote>
>> I think you're pretty off on the games figures Raff - I'd say
>> current/last gen was 50/50 (with a lot of Soft still in Japan). However, AD
>> made clear that Maya = Games a long time ago. Skyline was Maya only, and
>> all the middleware stuff has been Maya-first/only. Next-gen pipelines are
>> interesting because the amount and quality of content required is getting
>> close to the problems film faced a decade or more back - how are we going
>> to create and author all of this content? I think this gen is going to be
>> all about game engine content creation tools rather than export pipelines.
>>
>> On a related note - take a look at the PS4 and XBone architecture, then
>> look at HSA. We're excited :)
>> </quote>
>>
>>
>> I agree.
>>
>> Having working in games on and off since the mid 1990’s, I’ve always
>> worked on titles using proprietary engines.  The single biggest hurdle is
>> the iterative turnaround time to make an edit to content and see it in the
>> engine.  No 3D application will solve that problem – not even a
>> super-Maya.
>>
>> What is needed is a library that can seamlessly integrate with both the
>> engine and artist content creation tools which acts as a bridge between the
>> two environments and also provide a true 1:1 what you see is what you get
>> workflow.
>>
>> The library needs to be easy to integrate, agnostic to platform, and rich
>> enough to provide all the functions artists expect.  Developers need
>> something that is extremely light, easy to manipulate, and doesn’t require
>> them to rework their code to accommodate, but can still be abstracted away
>> from the engine so it doesn’t become a licensing and distribution issue
>> when it comes time to ship the game.
>>
>> Something like Fabric Engine is much closer to the mark, but I think that
>> last point will be a sticking point of contention.
>>
>> Matt
>>
>>
>
>

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