{"id":795,"date":"2006-03-23T12:40:23","date_gmt":"2006-03-23T17:40:23","guid":{"rendered":"http:\/\/blog.rebang.com\/?p=795"},"modified":"2006-03-26T09:08:11","modified_gmt":"2006-03-26T14:08:11","slug":"unreal-tools-and-processes","status":"publish","type":"post","link":"https:\/\/blog.rebang.com\/?p=795","title":{"rendered":"Unreal Tools and Processes"},"content":{"rendered":"<p>It&#8217;s quickly becoming a drag-n-drop (virtual) world. From an article over on Gamespot news, <a href=\"http:\/\/www.gamespot.com\/news\/2006\/03\/22\/news_6146458.html?part=rss&#038;tag=gs_&#038;subj=6146458\" target=\"blank\">&#8220;Epic shows off Unreal tools &#8221; (Link)<\/a>:<\/p>\n<blockquote><p>Willard showed off a level whose appearance was easily altered using the engine&#8217;s ability to link together multiple shader effects with an easy click-and-drag interface&#8230;<br \/>\n&#8230;<br \/>\nEpic&#8217;s post-processing editor gives artists a simple way to create shader effects without relying on a programmer to implement each effect. The tool is a graphical user interface that lets the artist select and attach pre-built shader effects to game graphics.<br \/>\n&#8230;<br \/>\nWillard also demonstrated the Unreal Engine 3 Kismet system, a scripting tool that allows the designer to schedule game events in a flow-chart-like format.<\/p><\/blockquote>\n<p>That shader system sounds a lot like Maya&#8217;s amazing Hypershade system, which always blows my mind when I get into it. And that Kismet system sounds like something with which I&#8217;d like to play.<\/p>\n<p>The tools just keep getting easier. I just wish I had access to and use of a high-level PLM system. Imagine doing the 3D, having the equivalent of a Kismet for electronic circuitry and programming, then fabbing the parts and downloading the code to put a physical device in motion?<\/p>\n<p>How this all starts to play out is going to be fascinating.<\/p>\n<p>via <a href=\"http:\/\/www.bluesnews.com\/\" target=\"blank\">Blue&#8217;s News<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s quickly becoming a drag-n-drop (virtual) world. From an article over on Gamespot news, &#8220;Epic shows off Unreal tools &#8221; (Link): Willard showed off a level whose appearance was easily altered using the engine&#8217;s ability to link together multiple shader &hellip; <a href=\"https:\/\/blog.rebang.com\/?p=795\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-795","post","type-post","status-publish","format-standard","hentry","category-administrative"],"_links":{"self":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/795","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=795"}],"version-history":[{"count":0,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/795\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=795"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=795"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=795"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}