Post RBD Sim Cleanup Tool - HOUDINI (Optimization) This video demonstrates the purpose and effectiveness of the tool made on cleaning RBD Destruction Simulations (Houdini) to be used in Game Engines. In this case, I am targeting Unreal Engine. Check out the video and let me know what you think! :) PS: This is my first post…
https://youtu.be/I4shNs4srKw https://youtu.be/Y_bSzn3-h2k https://github.com/mhdmhd/MayaSceneConverter Maya Scene Converter is a python-based Qt tool for converting scenes from a render engine to another in Maya, it is not a perfect conversion and it depends on rules files and how good they are but gives you a great head…
No images to pimp yet, but I'm working on porting the Flixel game engine to OpenTK. (or rather, to Mono using OpenTK) I'm only a little familiar with OpenGL, so the graphics drawing is proving a tad bit difficult. Flixel is an AS3 flash game engine based on pixel rendering. OpenGL is geared towards rendering 3D scenes, so…
Hey, I noticed a lot of you guys are working on Substance related tools. I just wondered how you are using Substance at your studio? Are you reading the actual sbsar files or outputting maps? Also, has anyone worked with a in house or custom engine that was able to read sbsar files? I know there are plugins for Unity and…
Mainly working on my first game. After it's complete, I'll be porting my engine to Molehill and working on a solid body physics engine. As a precursor to a Molehill benchmark, I've created a Flash 10 demo to see how the Molehill version compares. Here is 1100 cubes flocking at around 50fps on my humble Dual Core.…
https://www.youtube.com/watch?v=-QYlFmCvgBY Not sure if this already exists but I did a cool experiment with Houdini Engine to transfer data using a Python SOP. Testing spline import from Maya/3Ds Max/Cinema to Unreal Engine 4. The Houdini Digital Asset reads the spline/curve from the DCC app and converts it to a 'copy…