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. > > >