Re: [GD-Consoles] pipelines
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From: MAIL <ma...@si...> - 2003-04-28 15:40:41
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I hope I understand what you are saying, are you saying that you put all your data assets for every console into one file format, so one file can be loaded into any console? If so wouldn't it be easier to just have separate data assets for each console type and then just tack on XML and whatever else onto each one. Wouldn't it save on space, be less confusing and have faster load times. It would probably be better to have a separate export function in your tools for each different console. IE: PC has it's own data format and a specific export function in the tool and PS2 will have it's own ect... If you look at it from a more simplistic view, you would not have PS2 textures and Directx surface textures each in the same file so that only one file would be created that could be loaded on any console, would you? But to answer your question and not tell you to not do what you are doing, I would just simply have a console type hook in the file that the console specific engine looks for when it is loading the file, and you could abstract the hook type function into your platform independent engine so that at load time the engine would know what specific console hook to look for, since that was loaded at run-time and it handles itself without the engine having to know what console it is running on. cheers, Paul Hope SimuDream. ----- Original Message ----- From: "Research (GameBrains)" <res...@ga...> To: <gam...@li...> Sent: Monday, April 28, 2003 9:05 PM Subject: [GD-Consoles] pipelines Hello, I was wondering how people here handle the different rendering pipelines across multiple platforms from a tool chain perspective. For instance, if you had VU code for PS2, TEV settings for GCN and PS/VS for PC how do you tag the asset to use the correct "pipe" on different platforms for assets that are multi-platform capable? Currently we use XML as a scene description language on the front-end, with MAKE utility on the backend, and we tie the asset, data and miscellaneous stuff to it in there (XML, not makefile). Works well so far (although a bit ugly), but wondering if we ought to do it another way.... Cheers, Brett Bibby GameBrains ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-consoles mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU3 |