[gameprogrammer] Re: Mesh Editors
- From: dayta@xxxxxxxxxxxxxxxxx (Leighton Haynes)
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Wed, 8 Nov 2006 16:33:12 +0800
I would imagine most of the jobs aren't mesh editors but things like
level editors, import/export utilities for max/etc, and stuff like that.
Sometimes you do want specific 'mesh editor' style things when you have
something which is partly programmatically generated but tweaked with
config so the people doing the config can see what it will look like in
the game (for example, the surfing game I worked on had a 'wave editor'
to see what the wave would look like given certain config).
Leighton...
On Wed, Nov 08, 2006 at 09:23:01AM +0100, Latimerius wrote:
> On Tue, Nov 07, 2006 at 09:47:02AM -0800, Alan Wolfe 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? (:
>
> All of the companies I worked for used off-the-shelf tools (e.g. 3dsmax)
> for mesh editing - none have used custom mesh editors AFAIK. So this
> doesn't make much sense to me.
>
> latimerius
>
>
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- References:
- [gameprogrammer] Mesh Editors
- From: Alan Wolfe
- [gameprogrammer] Re: Mesh Editors
- From: Latimerius
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- [gameprogrammer] Mesh Editors
- From: Alan Wolfe
- [gameprogrammer] Re: Mesh Editors
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