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 >> >> > >

