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And for the production of games?

LightWave has wonderful modelling and animation tools for the making of a video game, however Layout is not really adapted to building entire levels. It works on a system of plug-ins loaded into class slots. LightWave uses callbacks to allow us to pass our own evaluations (translation of an object, pixel transformation, etc...) to our functions. It's a system without inheritance that works very well for CGI but shows some limitations in the making of a real time application. It would be necessary to be able to delve into the engine's pipeline and to "poll" each entity as we like. In other words, to have far more "low-level" access to the environment featured by the SDK.

The interaction given by the interface should also follow the way you create a video game. For example, we place an object called "Monster" into Layout with one mouse click. LightWave should then understand this is either an object having the basic properties of a piece of scenery or the extended functions of a monster that can be polled to manage artificial intelligence, motion mixing, etc... The new entity would then be visible with an owner renderer and configurable by a simple click on Item Properties.

The native management of "Context" for resources would be also very useful. We could have the possibility to include any number of resources by identifying them by unique ID, name or type. The "context" would be included in the LightWave scene file and directly exploitable with a global scope by any plug-in.

Finally, it would be great to have a higher level in the renderer's pipeline to have the notion of a game world made up from any number of discrete scenes.

What kind of computer are you using at the moment?

I work on two computers at once: a dual 800MHz PIII with a GeForce 4 Ti 4400, 1GB RAM and 40 Gigs of hard drive space for design and a P4 at 2.4GHz with a Geforce 2 MX, 256MB RAM and 60GBs of hard disk space which runs concurrently for renders.

 

Are there any plug-ins you wouldn't be without?

Yes, Surface baker. For me, this plug-in justifies buying LightWave all by itself. I use it for rapidly texturing real-time objects. For video games you need to have characters with a maximum of one or two UV maps. If I need to texture a face, I work directly on the UV (continuous surface). If I need to have a single UV for a complete robot model (with discontinuous surfaces), I don't work on the UVs, I texture the model as I like with maybe 50 normal surfaces, if I want, and then I bake the lot into one UV surface, with the lighting effects I want. It speeds texturing up for me and makes light of the graphic design work.

Above all, I use it for lighting interior scenes. I bake a diffuse map and an illumination map in HDR at low resolution and our OZOS engine works with the HDR to get the texel information and manage the overlighting to a factor of *4. This allows us to have shadows, lighting radiosity and even caustics exported in a very optimised way, even for big interiors.

Speaking generally, I love the philosophy of being able to bake everything: Motion Baker, Motion Mixer Baker, Sky Baker, HV volume Baker and so on…

What are you working on?

At the moment I am head of production on a video game project at my company Obraz Studio. We evaluate the tools that LightWave already gives us and develop only what we need to — we don't waste time with interminable development. That's why I particularly like a recent development — PowerGons. I use them mainly for placing my lights in Modeler — with a single line of code I assign all their parameters and falloff so that they can be used for dynamic lighting.

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