[gameprogrammer] Re: Mesh Editors
- From: Robbert de Groot <zekaric@xxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 7 Nov 2006 13:32:48 -0500 (EST)
Guessing...
3d programs (all of them) store information in a manner that THEY
like to see the world. This may not/will not mesh with how the games
are going to view the mesh. Sometimes the programs will have
limitations or allow for too much which can not be translated across.
I suspect that most of the new games are relying heavily on pixel
shaders and other video tricks which aren't handled exactly by the 3D
programs out there. Also simple tweaks, scripting or testing the
objects are probably easier in a custom app using the final render
engine for the game without having to go through some of the hoops of
working with the 3d programs and the exporters/importers/converters
which will probably loose something in the translation.
But this is just speculation on my part.
--- Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> Heya!
>
> I noticed that there are alot of job openings out there for
> utilities
> programmers for video game companies to make things like mesh
> editors.
>
> Just curious, why would a gaming company use a mesh editor that
> they
> customly built instead of using one of the common 3d modeling
> tools?
>
> If it is because they want something in their own format, why use a
> custom
> tool instead of making an import tool.
>
> Anyone have any idea? (:
>
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