Re: pipelines

"MAIL" <[email protected]> Mon, 28 Apr 2003 23:40:26 +0800
Newsgroups gmane.games.devel.consoles
Message-ID <000e01c30d9c$843e71d0$0201a8c0@hungneepower>
I hope I understand what you are saying, are you saying that you put all
your data assets for every console into one file format, so one file can be
loaded into any console?

If so wouldn't it be easier to just have separate data assets for each
console type and then just tack on XML and whatever else onto each one.
Wouldn't it save on space, be less confusing and have faster load times.

It would probably be better to have a separate export function in your tools
for each different console.  IE:  PC has it's own data format and a specific
export function in the tool and PS2 will have it's own ect...

If you look at it from a more simplistic view, you would not have PS2
textures and Directx surface textures each in the same file so that only one
file would be created that could be loaded on any console, would you?

But to answer your question and not tell you to not do what you are doing, I
would just simply have a console type hook in the file that the console
specific engine looks for when it is loading the file, and you could
abstract the hook type function into your platform independent engine so
that at load time the engine would know what specific console hook to look
for, since that was loaded at run-time and it handles itself without the
engine having to know what console it is running on.

cheers,
Paul Hope
SimuDream.

----- Original Message -----
From: "Research (GameBrains)" <[email protected]>
To: <[email protected]>
Sent: Monday, April 28, 2003 9:05 PM
Subject: [GD-Consoles] pipelines


Hello,
I was wondering how people here handle the different rendering pipelines
across multiple platforms from a tool chain perspective.  For instance, if
you had VU code for PS2, TEV settings for GCN and PS/VS for PC how do you
tag the asset to use the correct "pipe" on different platforms for assets
that are multi-platform capable?

Currently we use XML as a scene description language on the front-end, with
MAKE utility on the backend, and we tie the asset, data and miscellaneous
stuff to it in there (XML, not makefile).  Works well so far (although a bit
ugly), but wondering if we ought to do it another way....

Cheers,
Brett Bibby
GameBrains


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