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Something Tasty...

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iWasAdam:
Now what in the world could Adam be up to now?  :o


Surely he couldn't be writing a new low poly 3d render system based in 2d - that would be stoopid!  8)

Derron:
Yes why should he? Except he wants to "model" the ships for his game there - else it would be a side project just distracting from the game he presented as "tasty as well" ;-)


bye
Ron

iWasAdam:
oooh, you're getting too good at this game :)

Yep. on all counts. I need to model the ships and also want to 'know' the exact stuff like normals, correct rotation, etc

Derron:
Can't you model all your stuff in a common 3d tool (blender et al), export as ".x" or ".obj" and write a tool which "flattens" the data? In other words: convert the 3d mesh into whate-ever-yours-is-if-not-3D-data.

You do not reinvent the wheel each time - but at least you reinvent the spokes :-)


bye
Ron

iWasAdam:

--- Quote ---Can't you model all your stuff in a common 3d tool (blender et al)
--- End quote ---
I could but I'd have to learn how to use Blender - and I HATE Blender. I've tried a few times to work with it and just hate the workflow.
I have used Maya - but it was just overkill. I used to use Max all the time, but there is no Max for mac and it's get very bloated as well - uber slow startup.

What I need is a very slim, fast low poly 3d editor. Rameses was great, but was 32 bit and Blitz (at the time) was full of bugs. Hence me holding off starting to 'do it right' until I had a good reason to :/

There's also an issue with actual 3d (openGL, DirectX etc): It does all the work - you don't have to think about stuff like depth buffering, normals, etc. What happens if you want or need to check that sort of data on models - GPU debugging is virtually impossible.

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