Mike Biddlecombe Interview
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PDS: Tell us exactly what it is that GPG has you doing these days?
Mike: I started off doing the initial terrain-rendering engine and remain responsible for the 3DSMax portion of the art pipeline that supports it. I also developed the character rendering system and wrote a ton of little Maxscript snippets for that. In the coming months I plan to get back to my roots and port the existing art pipeline to gmax.
I've also been working on what I call 'path following'. This is code that moves characters between waypoints that are generated by the pathfinder that is part of the SiegeEngine. It's all about polish; you can always find ways to improve your pathing!