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BrioCyrain

Mt Framework?

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Hello, if you don't mind this noob question then I will proceed.

I'm extremely fascinated by Capcom's MT Framework due to the amount of flexibility and impressive visuals that spawn from it.

I'm curious as to whether they will ever release MT Framework for use in non-capcom games but things aren't looking bright for that direction.

The only snippet I could find on it was wikipedia but the page has practically no info on what makes MT Framework tick.

So I came here in the hopes of anyone being able to explain how MT Framework "works" because I am thinking about replicating it in the near future.

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You can read through this, this and this if you want. They're about the first iteration of the engine that they used in Lost Planet/Dead Rising2...nothing there should seem out of the ordinary.

There's also this which is about their recent updates for Lost Planet 2, but it's in Japanese.

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What about it do you want to know? Your question is pretty broad and vague. Most modern engines these days are pretty similar to it, like MJP said nothing out of the ordinary (fairly fine grained, task-based parallelism, cool post process effects, lots of shaders). The main thing about the framework that has always interested me is their tools, but there's nothing particularly complex there, just a lot of stuff providing a lot of control ;)

This post has some links explaining how some of the internals work with regards to the task system (around the first half of the links, the second half of the post goes into more detail about graphics stuff):
http://forum.beyond3d.com/showpost.php?p=919807

and here's an ingame shot showing the tools I was talking about

http://game.watch.impress.co.jp/docs/20070131/3dlp04.htm

There's a few presentations and blog posts floating around that focus on some of graphical tricks they're doing (and their cool post process stuff) but not sure if that's what you're after.

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