The FxGen Development Suite & Game Library

Alex Trujillo's picture

My hope is that one day the FxGen project will extend beyond proceudral textures, but also to other procedural effects:
* Scripting
* Modeling
* Animation
* Architecture

Scripting things that are procedural is just as important as creating the procedural content on your own. Why teach a computer how to recreate your art when you can teach it how to make its own art? That is the promise of procedural scripting and procedural development in general. This is important to develop and implement, and FxGen's current texturing capabilities is the perfect testing ground for this. A practical example of this is a script that can take a framework of operators that will always produce something that looks like a brick wall, but through variations that the script allows the computer to introduce, the brick wall can have many dozens to thousands of different combinations and looks, by changing certain variables in the operators.

For modeling, I'm thinking something such as what gSculpt is pioneering. However, what is needed is a way to integrate textures and scripts into these models. Scripts are particularly important, since they could do two things-- Create the models in different ways, such as trees or rocks, but also tie them into games so that they can be deformed in-game, such as a building that gets blown away. Scripting for procedural models would also produce some very interesting effects, and I hope to see an interface similar to that of FxGen's applied to modeling! This could then be modified by the script in much the same way the texture is.

Animation, I haven't done too much research into, however, I'm sure Dentoid could explain his ideas on the subject.

Architecture -- I was inspired by this thread at the Ogre Forums: http://www.ogre3d.org/phpBB2/viewtopic.php?t=31589
From a PDF document in one of the links there, you can see that there are amazing possibilities for procedural architecture. I think architecture would tie in the products of the entire suite very well. Models (trees, benches, cars, computers) and buildings (houses, offices, shops, hotels) all textured in detail (things made from grass, wood, concrete, plastic with different degrees of wear).

The goal is to allow new and experienced developers more easily create their own games with detailed environments.

We will soon enter a new age of artistic expression, where the coolest modelers don't even touch a single vertex, considering it an inelegant approach. :-)

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