Comparative differences between games design and simulation design - Part 9: Model Setup working differently for sims to 3D models

So more work on models?


So after my initial breakdown of modelling, there is a unique part of the models that are used within simulation design.  Although not used within all engines, one engine specifically that has a games version of the same engine (VBS3 and Arma3 engine which are mostly the same in the settings and abilities) allow for a unique style of model to be used in their engine sims that I wanted to look at and theorise if there is a way to possibly utilise this within a games engine.  That said, it is a theory and with that may not be possible in the time left.  It is however something that could be looked at in the future.

So how does BSIM or Bohemia work their models?


Well, their models are unique in the way they're made.

Researching into it and trying to attempt to make a model to see if it will work.  The way it was described and the way it was seen; think of it a zip file of various parts that can hold multiple parts that are combined in a structured folder within a source file.

The file will hold a set of structured data to hold a body unless the body is using the generic one provided within VBS then it just refers to that, then within the model the textures and files are all structured in a way to easy load to allow the engine to load the data.  Example below.

The asset once combined is paced into the engine local files ready for use as the engine itself needs to locate the file and load it before it loads up the engine to work on it.  This means that if the asset doesn't work properly then you have to close down the program and then reload it when you load the engine again.

In regards to games engine, everything is held separately within the engine which means that all the parts such as animations, textures, sounds and socket data are allocated within separate sections of the properties of the actor asset.  You then have to edit and allocate each part to the asset overall.



Can the sim system work well in theory within a game engine?

So the situation is how the data is processed and calculated because one difference is that can load at real time whilst one needs to be preloaded.  Although that's not a major issue, the issue needs to be around how the data is collated and held whilst processed. Although the system could possibly work in regards to real time as efficiently, the main issue I can see in regards to this is how you would edit it afterwards.  If you need to change something, what do you do?  Do you edit the data before you use it like the sim engines or do you edit it at real time and allocate it with the big issue that if the data is done incorrectly and could cause issues for the asset.

The other issue especially with unreal as well is that within unreal engine, it converts the asset to a unreal set asset format called .uasset which means that it's held in a set format that other programs can't use.  The interesting thing is that you can re import the asset whilst it is done in real time which means you can edit it but if you lose that original you are restricted in what you can do.

I feel if the structure and allowance to set up the models to be more effectively made as easier to edit in real time, it will not only be amazing but also help make model design much more effective.

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