While I am still fluctuating on exactly which elements of the Loch Dreagan game will end up digitally crafted apart from aspects of the cards and the 3D models to generate the playing pieces – there are multiple other options. All of the card art could be rendered from 3ds Max (or similar) with the modelling and painting done in Max and Mudbox. The alternative is to stay in 2D for the card art with Photoshop doing all the heavy lifting. The other outlet is video, using 3D models to create a trailer for the game which could be one of two types, either a little narrative story that explains the story part of the game or a more promo-centric explanation of the game itself – almost like the vids you might find on kickstarter.

One of the intersections of technology I am still keen to include (if it fits somewhere) is the game engine. I would love to see the world of Loch Dreagan come to life inside CryEngine with the water, fog, lighting and more. It could still be quite viable to use the engine as the ‘renderer’ as that would reinforce my skills with those tools allowing me to better work with those using this technology for teaching and research at the Faculty (Built Environment, UNSW).

So as a segue from that thinking to some stunning tech by the PhysX guys that is simply remarkable considering that this is all happening in realtime. This wasn’t computed over the weekend and then rendered over the following week, no, this all happens in the blink of an eye. While the trend in computing is away from firepower to tablets, super-thin and light laptops etc – it is this ‘wow look what computers can do’ that I hope finds a way to satisfy our desire for mobile with the grunt needed to do cool stuff. Windows Games and Workstations are the only markets that really cater to this and they are small segments of PC hardware buyers.

Anyhow, lets admire the amazing fluid simulations and algorithm driven fracturing that can be achieved…