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Houdini For Torque Game Engine


robert.magee

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until Robert posted I didn't even know what it was :)

we don't do any games stuff here, so no we don't use it...

I read a bit about it on their site and it seems pretty awesome...it'll open up a few new doors for Houdini I think...

Well, I really don't know who's task is it to build an exporter like this... SideFX or Garage Games (the engine developer). We are stuck with 3ds max here because it is the only decent exporter, but we have to use max v8 (3 versions older) because the exporter hasn't been updated.

I looked into XSI, but the exporter has been in alpha for about 2 or 3 years :(

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Well, I really don't know who's task is it to build an exporter like this... SideFX or Garage Games (the engine developer). We are stuck with 3ds max here because it is the only decent exporter, but we have to use max v8 (3 versions older) because the exporter hasn't been updated.

I looked into XSI, but the exporter has been in alpha for about 2 or 3 years :(

I think games are crying out for proceduralism right now. I remember an example from a max gathering of some sort where they were showing off a Maxscript that you could generate a multitude of characters with different clothing / colors / heights / basically a random character generator along specifications. The code was staggering. Now that I've been houdini'ing .. thinking back on that it would probably be a simple digital asset that entailed switch / copy / delete / blend sops, and maybe some intelligent shader swapping, but thats it. I'm sure scripting would not be necessary in Houdini for that kind of a scenario.

Max might be a standard in games right now, but I think it's a shame people are hurting their eyes writing scripts for that stuff. Don't get me wrong, eye-hurting is necessary for "automation" .. but IMO, writing scripts for simple proceduralism is a tell-tale sign of an inefficient pipeline that Houdini could do a better job of.

GET HOUDINI INTO GAMES!

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