Hello again everyone, it has been awhile since I have posted here. James wanted to start blogging again, and since he is focusing on doing a Monday post, I said I would have a post up by Wednesday for all of our non-existent readers.
Monday afternoon I had the privilege of meeting and listening to Ben Wallace, Engineering Lead for the Halo series. Ben gave a very interesting presentation on how he developed solutions to creating highly realistic lighting and material for Halo 3. Halo uses the tried and true method of bump mapping to apply textures to their models, and this gives the model much more depth without requiring more vertices. Bump mapping using take a flat texture that has different normal values (how much and in what direction the light bounces off) for different areas on the texture. When this texture is applied to a flat object, that object acquires depth.
Much of the depth on the textures in Halo 3 comes from this technique. This by itself is not a huge contribution to game engineering, however Ben’s techniques for dealing with the massive amount of calculations that need to be performed is more so. Unfortunately for all of you, I did not take any notes during this talk (I wasn’t really thinking about blogging at that time). To sum it up, many calculations need to be done in order to deal with reflections of the world on shiny objects, light reflecting around the world, High Dynamic Range lighting – which is what happens when you are standing in a shadowy area, and there is incredibly bright light coming in from an outside source – and Ben and his team created and modified ways to approximate all of this so that Halo could be played with anything resembling a decent frame rate.
All in all it was an interesting presentation, and Ben is a very nice guy. I have rediscovered why I don’t think I will ever truly be a software engineer like he is, I just don’t have the penchant for learning math and honing my skills to the degree of sharpness that is required. Some things that he did mention at the end: If you want to be a game engineer you should definitely pursue some high end calculus, vector geometry, and other middle level mathematics. Along with that, make sure you are actually working with implementing these kinds of things on your own. Nothing will convince a game company to hire you more than seeing you have the initiative to do work for your own sake.
In other news, in the next few months, James and I should be starting on a couple new XNA projects for our own enjoyment. I am sure more details will be put up here and we flesh out the ideas we have right now.
Next week – talking about Braid and probably Rock Band 2!!!
-Matt
Wednesday, September 10, 2008
An Afternoon with Ben Wallace
Labels:
Ben Wallace,
Braid,
bump mapping,
game engineering,
Halo 3,
HDR,
Rock Band 2,
XNA
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4 comments:
First!
As for, "I don’t think I will ever truly b a software engineer like he is..." perhaps I should remind you of one of Simon's quotes: "It's not that I'm smarter than you, it's just that I've been doing this longer."
Perhaps if our readers are interested, I could do a few posts on some more technical issues... if I have to explain them I might gain a better understanding.
-James
A brilliant post! Thanks for updating your avid readers on the meeting with Ben. I'm eagerly awaiting the next posting on WOMBAT STORM!!!!!!!!!!!!!
James, that is a very good point. Experience does count for a lot in the computer fields. So I guess I should revise it to "Maybe someday I will be a software engineer like him..."
Btw, while you were at the meeting with Ben Wallace, did you compliment him on his basketball skills?
http://www.nba.com/playerfile/ben_wallace/
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