Originally posted by kayosiii
View Post
Coding for Unigine is actually quite good (the programming language is somewhere between C++ and javascript and is relatively well documented). Most of the Asset files are written in XML and relatively easy to understand. There visual coding tools in early development.
Why does the asset files being in XML matter? Are users expected to write their own tools or modify the files directly? Or were just commenting on them being nice files even though that point isn't important?
For static Meshes the workflow is quite easy - Unigine provide a tool that will convert many common formats including obj and collada. For animated assets you need one of the packages supported by plugins Max,Maya or SoftImage. Better support for Collada,FBX is on the todo list for this year however.
This is one of the places that will sink or swim a game company, especially a small one. If the content authors have to take weeks doing things that should ideally take days, that's a ton of time and money that the company loses.
Comment