caledonian_tartan wrote:Very cool! great!
where did you go with dotXSI? unity?
No it is not Unity. It is our in-house engine. We used dotXSI to export many things not only meshes. For example we exported nurbs curves that were used to generate levels dynamically in-game. This is one of the reasons why we went with dotXSI not FBX.
Rork wrote: 21 Aug 2018, 17:04
Q: So the COSMOFORM engine is a in-house build? What made you decide to do that, instead of going for Unity or Unreal?
That is a very good question
The short answer:
Hyper Void implements several custom techniques that are not available in Unity nor UE4 and trying to implement them in Unity or UE4 in an efficient way is either not possible because the source code is not available or it is hard because it may requires changing the core engine.
Here is few examples of the custom tech used in Hyper Void:
- Mega particles for rendering lit volumetric clouds. (Published in ShaderX5 book 2006).
- Interactive Cinematic Particles for simulating/streaming complex in-game particle sims partially generated in Softimage ICE. (Published in GPU Pro7 2016).
- Intelligent Lightmap Optimizer http://blog.inframez.com/post/baked-tex ... hancements