One thing that sometimes works in getting a coder to add a new feature, which Vailias hinted at earlier, is you telling them "there's no way someone could code that into our engine, it simply can't be done." Then he/she gets all excited and codes it up on the weekend, then comes in and shows it off on Monday saying "Look,…
Ah yeah, the lines are blurred with UE3. Programmers can write a shader (like HLSL) that generates the inputs for the nodes in our material editor, but we can also switch the material editor to use "Custom Lighting" Which means you can generate the whole lighting model in our material editor (some stuff is still done in…
I think it has to do with loading and unloading textures. Everything gets loaded into a slot regardless of its size. When it comes time to swap out textures you're not stuck looking at the sizes to find one that matches, you need a slot you fill a slot. Its a bit like having a shoe cubby and not caring what size of shoes…
Dude you are lucky you get spec from the sound of it. :D Maybe you should lay a hint like, I think the last game that didn't use spec color was Pac Man and Frogger. :D I don't get why this happens, the no can do attitude, if I could code and an artist asked me if we could get some feature, I would be like describe it,…
Interesting stuff Jordan, thanks for the clarification. I totally agree that artist driven stuff is the way to make sure that everything looks as good as possible (although I have to say that if all the artists at Epic are comfortable making materials and shaders which both look good and are optimised then either you've…
Ok, so there seems to be some confusion and assumptions about how it's done currently at epic so I'll shed some more light on how shaders are authored. The basic idea is 1. Make it look as awesome and as cool as shit as possible, this means anyone is making materials, doing what they need to do to make shit look good. All…
Obviously things are going to work differently at other studios. My post was simply written to clarify how we do things at Epic because there was a lot of assumptions made in previous posts. I understand that a company writing their own engine has to have a programmer write most of the shaders and things have to be planned…
Right, I didn't say as an artist you should put coders apart from everything you do in the art. But in many cases programmers act ignorantly when you talk about performance vs beauty, at least from coders I worked with. My guess is that you got me wrong Eric.
yeah that an the streaming mechanisms people have mentioned. one can think of setups where same-sized textures are arranged to atlas and so on... so yeah it could happen, but if it happens it's bound to their specific system and should be clear to everyone producing the assets at correct resolutions... and good call, mop,…
Xoliul, define overboard? :) what I am saying is that a team needs to be organized enough to know its limitations. If your not using a deffered renderer, dont have massive issues with texture lookups or the number of shaders/functions per shader then why limit yourselves? Work to your limitations but also work in a…