I will drink that beer in this one with Eric.

I am not on the game side but on the film and advertising, so I only know
the basics of a gaming engine and I found your survey challenge just to
take a look back at the legacy tools and solve the problem, because as the
rest of us I believe ICE is the word and the way to think how to solve a
"simple" task as the one you describe.

I use ICE for a lot of things, not only particles fx.  And I am no erudit
as Mr. Mootz, Thiago, Paul Smith, Ola Madsen, etc.  I will say I am an
average ICE user more on the artist side.  And really ICE never stops
surprising me.  I find it very stable, and I use it very often, even for
very simple projects.  And it allows me to change things as a line of
shopping bags vanishing to the horizon in a breeze with client's request
such as.... "No, let's make the bags bigger.  More bags, less bags. Can we
see two rows of bags, perhpas three?..."

I can hardly imagine the 2020 release of Softimage, ICE dissapears out of
nowhere.  For me, it is like saying the render tree will vanish.

Porting to a game engine from Softimage, is something that I can't speak a
word.

But in my regular workflow ICE rules!

Cheers!




2014-02-13 8:19 GMT-06:00 Eric Thivierge <ethivie...@hybride.com>:

> So you need to hire robots then cause all workflows involving humans are
> prone to error, you just have to reduce it as much as possible.
>
> I'm with Brad regarding ICE. It's stable and mature for the bread and
> butter work that is done with it (an example is your asteroid task).
> Otherwise, how is real work getting done with it?
>
> Eric T.
>
>
> On 2/12/2014 6:01 PM, Matt Lind wrote:
>
> The point is we cannot subscribe to workflows which are prone to human
> error.
>
>
>

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