RE: [GD-Consoles] Cg, HLSL, ?
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From: Jamie F. <ja...@qu...> - 2002-08-14 08:26:31
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the only really viable solution i've heard of is to give the artists access to a library of shaders, and reimplement them per platform. not great, but it works. jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Brett Bibby (GameBrains) Sent: 14 August 2002 02:29 To: gam...@li... Subject: [GD-Consoles] Cg, HLSL, ? Since there is another thread running in the algo list on shaders, and most of the people here seem to be there too, I wanted to ask about how people are handling shaders for multi-platform console work. We have a nice development environment now that builds our runtime databases, but implementing special effects on consoles like the PS2 is a headache. We were considering writing a compiler for either HLSL or Cg that could then have a platform-specific backend to solve the problem. It seems nVidia will be releasing a reference implementation of the Cg compiler that has a simple backend reporting tool and so we are leaning that direction at the moment. Does this even seem viable to anyone? It's not that we don't want to take advantage of each console's capabilities, but rather it is hard to do right now because artists don't have enough tools to do so, but with a more generic approach using Cg we could preview the stuff in Max that would roughly show the final effect. How are other people getting special effects implemented on consoles? Thanks, Brett Bibby GameBrains ------------------------------------------------------- This sf.net email is sponsored by: Dice - The leading online job board for high-tech professionals. Search and apply for tech jobs today! http://seeker.dice.com/seeker.epl?rel_code1 _______________________________________________ Gamedevlists-consoles mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU3 |