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Posts tagged ‘pipeline’

Game Pipeline Notes

April 13, 2009


  • ‘Non-destructive obsolescence’  is the paradigm you must strive for. Existing animations and mesh, must be able to to load onto changes in the rig. Meshes should be able to retain most of there skinning data.
  • Care more about import than export (from GDC  08′ notes – Rod Green)
  • Granulize the assets into file types: skin, animation, bones etc etc and allow them to attempt to be loaded, this is important not only for retention of source data but also allows for cross-mixing multiple assets eg. skin from one, mesh from another.