Re: [GD-Consoles] pipelines
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From: Research \(GameBrains\) <res...@ga...> - 2003-04-28 23:48:43
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Should have been clearer :-) Our 3d assets come out with a root file = name and an extension as to their type (e.g. LVL001.BSP). If the source = asset needs/has platform specific versions (e.g. higher poly, = multi-texture, etc.) it comes out with a platform code in the name (e.g. = LVL001.PS2.BSP). We use MAKE to process the files, extract the platform = code, and pass the files to custom (platform specific) backend tools to = generate optimized runtime assets. The glue to hold it all together is XML via a scenegraph. So for a = given actor (or light, camera, texture, etc.), I specify the model name, = attributes, position, etc., etc. in the XML (level editor can read/write = scenegraph or you can use text editor). It is here that we are = currently specifying what pipes go with what assets on which platform. = Where the model data comes out with platform specific versions, all = platforms use the XML scenegraph to build the runtime database. Without = the pipeline info in the XML, it is clean so I wanted to get it out, and = I wondered how others are storing their shaders, etc. and keeping them = linked to the assets they render. In case anybody is wondering why we do it in XML and not MAX it's = because a) it's easier b) the programmers can change the pipe without = bugging an artist (or needing their own license for MAX) and c) we = seldom need Tom's Big-Artist-Stick (tm) because the artists don't need = to worry about pipelines (but they do use the various effects and our = exporters figure out what they are trying to do and we take care of = reproducing it on the console) The final phase is building a runtime scenegraph with pre-selected, = pre-instanced assets so that at runtime we just load the graph in the = blink of an eye and we're done. So we don't carry any excess baggage = around, no load searching, etc. So more exactly, is anybody binding the shaders/custom code to the = assets in their tool chain like we are? Or is the binding done ad hoc = in code by programmers? Or are the pipes loaded, asset tagged, and = binding done at runtime? Or are they being embedded in the assets in = the 3d package? Or??? Thanks, Brett Bibby GameBrains ----- Original Message -----=20 From: <phi...@pl...> To: <gam...@li...> Sent: Tuesday, April 29, 2003 1:54 AM Subject: Re: [GD-Consoles] pipelines >=20 >=20 >=20 >=20 > > 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? >=20 > I read it as the first half, but not the second half. As in you'd = author > for cross-platform, and all of that data would be held in one file. = Then > you have back ends for each platform that compiles into platform = specific > formats. >=20 > Even if your output container format is fundamentally cross platform = (which > I'd reccomend), most of your larger chunks are going to be platform > specific (i.e. texture, model and audio data), or your load times are = going > to be needlessly long as you'd be doing the per-platform processing on = the > fly. >=20 > Cheers, > Phil >=20 >=20 >=20 > ------------------------------------------------------- > 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_id=3D553 |