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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.



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