Tag: Houdini

  • Message From Kim Davidson

    Message From Kim Davidson

    While this is a sponsored add, I think Kim Davidson does a spectacular job introducing how procedural tools, such as Houdini, can be used for generating Grammar Based Universes. I believe, in the very near future, the consumer demand for digital assets and digital content will exceed the supply of available resources. In other words, there will be more demand for game, film and other digital media assets than the world’s digital artists can supply. Procedural techniques will be necessary to meet the demand. I further believe that for interactive Storytelling to take off, the interactive experiences will probably take place within Grammar Based Storyworlds. When the story worlds are Grammar Based, or procedurally generated, the individual experiencing the Storyworld is bound only by his imagination and rules originally generated by the Storyworld creators.

  • Unreal Engine Blueprint

    [embedyt]http://www.youtube.com/watch?v=IKAcrNHENC8[/embedyt]

    Unreal Engine Blueprint

  • Decisions … Decisions

    Within the last couple of days, I have been inundated with possibilities for creating the Raconteur Engine. In the long run, I’ll need to create a brand new engine with behavior and characteristics unto itself. However, I need to start someplace and the best place is where others have already laid down stable tracks. I had always been impressed with the Unity Engine.  However, I have recently been introduced to the High Fidelity Engine and now the Source Engine. Here are their pro’s and con’s.

    Unity

    pros:

    • Easy to Use Engine
    • Can Distribute to any platform
    • Huge user community
    • Very Common engine
    • Houdini Engine already ported

    cons:

    • Program in Java
    • Simplistic Rendering

    High Fidelity

    pros:

    • Massive Cloud computer
    • Very small latency
    • Very Fast
    • Very Progressive

    cons:

    • No Interface
    • Requires very large amount of programming
    • Huge amount to learn beyond API
    • Tiny user community
    • Not yet “Official”
    • Houdini engine not compatable

    Source

    pros:

    • Huge user community
    • Great distribution method, “Steam”
    • Innovation leader in VR
    • Super smart company – Valve
    • Only on PC’s

    cons:

    • No GUI
    • Lots of programming
    • Houdini Engine Not Ported
    • Start from Half-life(?)
    • Simplistic Graphics
    • Excellent on PC’s only

    Results

    Wow, this is going to be harder than I thought. They all have a similar number of pros. Unity seems to have the least number of cons however. I can’t make a decision at this time. I’ll need to define my products and what I anticipate my product progressions to be. When I have a stronger vision on my product line, then I’ll be able to decide where to start.

  • Another Simple Test But With Houdini

    I re-created the simple roll_A_ball test but instead of using Unity pick up objects. I used objects generated from a Houdini OTL. It was a simple OTL. However, I encountered a lot of strange problems integrating the assets. I’m glad I’m spending my free time learning how these assets integrate. I think I would go ballistic if a had a delivery deadline and I had to re-create my project. One of the bumps was “user-Error”. The other one I can’t still figure out. It has to do with integration  The Houdini engine with a pre-created project. I was not able to get the project to accept the OTL. I needed to recreate the project but with the Houdini engine already installed. I don’t think I’ll have any problems form here on in.

  • Immediate Plans for the Future

    I have to admit I’m a bit concerned I don’t yet have a grand vision for where all this is headed.  However, I do have a small handful of small projects which may help provide some vision. This particular blog doesn’t really fall within the Grammar Based Universes or Interactive Storytelling categories but is really a combination of both.

    The projects I pursue have two purposes:

    1. To push the field of Interactive Storytelling into the next big wave. (Don’t know what the next big wave is yet? Hold on it is coming!)
    2. Create Business opportunities such that I may be able to focus 100% in this direction and provide abundance for my family.

    Keeping those themes in mind, here are the next projects to focus on:

    • Create First Unity Project 11/25/13
    • Integrate Houdini with Unity using Houdini Engine
    • Create a moving character in Houdini and get it into Unity
    • Create an articulated character in Houdini and get it into Unity
    • Develop FLOPS engine (It’s gotta be portable, fast and easy to use!)
    • Finish up my HDA builder
    • Test some of Chris Crawford’s ideas
    • Create a Plot Driven Story Universe
    • Port Houdini Engine to other packages such as Cry, Unreal, Frostbite and Touch.
    • Create a story Language based on Chris Vogler’s Writer’s Journey
    • Create larger, all media encompasing story language.

    That’s a lot to do … and get it all done by the end of the week? – SURE!