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HKS taking RT architecture to the next level .......


mrcamper
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All,

 

I have received quite a few emails on how to get started in RT presentation so......

 

 

A lot of the real-time engines out there are fine. Most are not applicable for what we do as the polygon environments we input are just too big. For us it was all about getting the complete environments into the engine and making them all operable, not just making it pretty. With Unreal 3 it will be the same, but now we are adding the pretty.

 

We have dedicated our efforts to Unreal as, to date, it is best suited for the larger geometry environments so we have focused all of our development efforts and money on it.

 

So in light of our experience, we suggest for anyone wanting to get started:

 

1. I strongly suggest the use of Unreal Run Time …..

Download at: http://udn.epicgames.com/Two/UnrealEngine2Runtime.html

 

2. For learning the UnrealED tools

Start at:

http://www.3dbuzz.com/vbforum/sv_dl_list.php?c=13

 

Unreal "Run Time"It is not the easiest, but it is the best documented for geometry input. You can use several 3d modeling applications as long as they export to an ASE format (Import of geometry into all Unreal versions require that geometry be in the ASE format). We us 3DS MAX as it exports ASE format natively and most of the rest of the 3D applications you can download a plugin for ASE file format export.

 

Even the unmodified Unreal RT can routinely handle a several million poly environment on simple $800 PC hardware plus an equivilant to $150 nVidia 8800GT graphics card …… of course you can put a lot more hardware and get even more polys into the engine.

 

FYI, we use the fastest water cooled Alienware ALX's overclocked to the hilt.

 

Cheers,

Mrcamper

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Hey guys, we are setting up a real-time (RT) centric message board for discussing all of the real-time issues, applications and such as well as sharing ideas and methods at http://www.rtranger.com

 

If for nothing else the posting of various topics or things related to RT (real-time) we are working on and asking for discussions and/or opinions or even better ideas.

 

We hope to be up and online by 3-28-08, if not sooner. Hope to see ya'll there.

 

P

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