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XSI usage for Games/Realtime related things

XSI usage for Games/Realtime related things

2005-05-20       - By Daniel Collin

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Reply:     1     2     3     4     5  

Yeah, seems like a good move. My intention is to keep as much as
possible inside XSI and only have native building outside the app, it
makes the life easier for everyone (esp the Artists) and then try to
customize XSI for the "special" things we might need.

Cheers! :)

Daniel

> Currently we do the platforming outside of XSI, though we intend to
> carry part of the process into the realtime shader like you already
> thought. It certainly makes a lot of sense.
>
> Cheers!
>
>    -Andr�
>
> Daniel Collin wrote:
>
>> Hi Andr�,
>>
>> Thanks for the info, going to look at the dotXSI format for sure
>> then. Was just wonder when you apply your RealTime shaders do you
>> have diffrent settings within the shaders for PS2 and PC? Or do you
>> apply Shaders depending on if you want specific features just for say
>> PS2 and not to be included in PC.
>>
>> Daniel
>>
>>> We use XSI as our 3d frontend for game development. Regarding
>>> customisation, we use an inhouse Realtime Shader representing our
>>> engine's feature set. This enables us to kind of work within our
>>> game engine right inside of XSI, which is very convenient.
>>> Export-wise we simply use the built-in dotXSI exporter. From there
>>> on we run a couple of specialised tools to convert the dotXSI files
>>> to our native engine format and create platform-specific data (eg
>>> splits for PC and PS2).
>>>
>>> Cheers!
>>>
>>>    -Andr�
>>>
>>> Daniel Collin wrote:
>>>
>>>> Hi,
>>>>
>>>> Not long ago i bought XSI 4.2 Foundation in order to try it out as
>>>> using it for realtime things as its just
>>>> seems a great price for a great tool.
>>>>
>>>> What im doing now is a bit of research as im a bit unexperience
>>>> with XSI and the workflow.
>>>> So what i want to do is how artists prefer to work with XSI (as im
>>>> a programmer myself)
>>>>
>>>> Is it best to write a bunch of Shaders (for mental ray and/or
>>>> realtime) or just go with the
>>>> standard tools included with XSI, etc? It would be nice if some
>>>> gamedevers (both coders and
>>>> artists) had a take on this.
>>>>
>>>> Thanks.
>>>>
>>>> Daniel
>>>

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