2010-11-16

Blue Dragon - XBox 360


Well, that was fun. Learned a few things too.

1. Mesh data stored in the XBox 360 is identical to all other formats that you expect in a high end graphics application; Specifically, large VA/IA arrays and a nicely formed VAO with a geometry shader system for handling matrix weighting/radial basis. No surprises.

2. Textures are still DXT1-5 style blocking, but arranged differently in memory. Uncompressed normal maps.

3. Meshes seemed to average ~10k polygons, and have ~170 bones apiece. Level of complexity requires on-GPU processing; may have special hardware for this, like OpenGL 3.0 or DX 11.

I like the style for this game. Internally, it's fun and NPR; high enough resolution to some really cool animations. It was hard to find a lot of information about it though.

Also, I found out my older ripping technology had a bug; and now all of my models are 100% spot on with weights, which means it's identical to the in game data for just about everything else I have. Which is really neat, now I can learn a whole lot about how Monster Hunter 3 animated their creatures so well, and how poorly some other games did the same thing

It's like having the coolest action figure collection ever!


-Z