Subject: RE: Bones lessons learned Date: Fri, 20 May 94 11:49:00 PDT From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil> Mark, Thanks for the very detailed explanation of subgrouping in bones. It was helpful for me. I see you are a Software Engineer for Sega of America. Are you using Imagine professionally or as a hobby? This is interesting to me, especially if you say professionally, as the combination of Imagine and Sega is an interesting one. I have seen some statements from other game developers that 2D bitmap graphics for videogames is rapidly approaching its Apex, oops, apex. They say the future of videogames is 3D and there are some games coming out which use 3D generated characters and scenes, but not in real time. Apparently, they are rendering the character from every viewpoint and storing each rendered position. So, I was wondering if that is why you are using Imagine or not. Of course, Labyrinth of Time already does this; I haven't played or seen it yet but I have seen some screen shots and it sure looks cool (heard it doesn't play all that well though). Also, I was wondering if you could tell me if Virtua Fighter is done in real-time or using the rendered/stored technique? If it is being done in real time, then it is nothing short of amazing. You can see the characters are made up of shaded polygons but the motion is so fluid and lifelike. It sure would be interesting to hear about the growing connection between 3D rendered graphics and videogame development from somebody that is working in the industry. ---------- < very detailed explanation of subgrouping in bones > Mark Decker mark.decker@segaoa.com Software Engineer Sega of America Inc. If Sega thought I had thoughts, they would certainly disavow all knowledge of them. -=> RETURN TO CONTENTS!<=-