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| Case Study: Resistance 2 Graphics Tools and Pipeline |
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![]() tok_junior Member since: 4/22/2002 From: Amsterdam, Netherlands |
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| Uhm... I'm sorry, but was this article anything but a plug? Was it paid for by Autodesk or something? It doesn't really tell me anything except that Autodesk makes great tools for creating content for games. |
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![]() Nypyren Member since: 8/20/2002 From: Eugene, OR, United States |
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| I agree with tok_junior. I didn't see any insightful information in this article. |
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![]() juturnas Member since: 11/6/2008 |
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| Somewhat off-topic: I remember reading that Ratchet & Clank was created using a home-brewed LISP implementation. Does anyone know if that same system was used for Resistance? |
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![]() luke p Member since: 7/3/2008 From: Tychy, Poland |
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Quote: It was Jax & Daxter by Naughty Dog. ;) |
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![]() MichaelT Member since: 1/5/2003 From: Stockholm, Sweden |
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| Wow, this was ... uh ... like air.. |
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![]() Oluseyi Staff Member since: 5/14/2001 From: New York, NY, United States |
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| Wow. Yeah, that read like a press release. :( |
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![]() Sphet Member since: 9/16/1999 From: Vancouver, Canada |
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Quote: Really, it's too bad - I think that if companies would discuss their art pipeline more often it would give some really big insight into how the industry is solving some really hard problems. Unfortunately, I don't think a list of which software a company uses is really that interesting. What about content building, bundling, massaging, memory imaging, caching of build results, automated testing? That sounds like a 'graphics tools & pipeline' to me. Maybe some other company wants to step up. -S |
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![]() Gaiiden GDNet Content Lead Member since: 8/30/2000 From: Lincroft, NJ, United States |
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| Ok, official response time. First off, no real excuse from me. I'm pretty much on autopilot this time of year and didn't look it over at all before posting it, because Kelly is a long-time contributor of ours. Given that, I'm not quite sure why this piece turned out the way it did, though I'm talking with Kelly now to find out. I'm as baffled as you guys right now wondering if it's Kelly not having the time during the holiday crunch and still wanted to keep Autodesk happy (like it or not, we do tend to beg favors still) or if Autodesk and Insomniac were the ones who didn't put enough effort into this from their end. It may have even been written in large part by Insomniac/Autodesk. Either way, my apologies for not giving this a proper look over before putting it up. Just another reminder to myself that I should stick to protocol even when I'm really busy and don't feel like I have time. |
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![]() OrangyTang GDNet+ Member since: 3/19/2002 From: London, United Kingdom |
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| I notice this and it's equally bad sibling are still featured promenantly on the front page. Wouldn't it be a good idea to take the both off? In fact most of the reviewer's recent "reviews" seem to be little more than regugitated press releases - theres little to no disscussion of the merits of new features or comparisons to existing apps like i'd expect to see in a proper review. |
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![]() Daaark Member since: 8/1/2001 From: Ottawa, On, Canada |
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Quote: All of this guys's reviews are the same article. The 3DS Max 2009 review is the Maya review's twin brother. Quote: I googled and was surprised that Kelly was an actual person. I thought he was some robot that crawls autodesk's shop and sent out articles after he found a new release after doing a few 'replace all's. The articles are harmless though. I look forward to the next XSI 7.autodesk review. |
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![]() swiftcoder Member since: 7/3/2003 From: Boston, MA, United States |
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Quote:If you go back and read through them, Kelly's articles have always been just as bad - among others, I have noted this several times. No blame in your direction, but I merely assumed that they became a regular contributor before any standards were in place. Tristam MacDonald - swiftcoding |
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