Optimization of Destruction Simulation for Unity and UE4
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by UtopiaNemo
1 hours ago

I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.

by Philip Ho
4 hours ago

Great stuff Fran!

What the hell are you saying? I can't make sense of it.

Optimization of Destruction Simulation for Unity and UE4
11 April, 2017
News
Paul Ambrosiussen released a new tool, which helps to optimize destruction simulation for usage in games built with Unreal Engine or Unity.

Procedural destruction simulation for a long time has been one of the biggest features of Houdini package. While a lot of developers still believe this technology only applicable for large-scalemovie production, you can actually use it in games as well. During GDC SideFX actually shared a bunch of awesome talks about the way this technology could be applied in games.

Most recently Paul Ambrosiussen released a tool, which may make the whole process of importing destruction simulation in game engine much more convenient.

It works great if you are building content for Unreal Engine 4, Unity, Maya or 3DsMax. You can get more info on the official website.

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