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SCOPE : Level of Detail Management

Level of detail is an important part of any visual effects system. The ability to have many hundreds of effects playing simultaneously typically requires level of detail operations on client side effects. Turning down the number of particles spawning, changing scaling parameters or replacing a model with a billboard, these are all examples of how the FxStudio level of detail system can help boost your client performance


DEFINITION : Component Editor

Components and their properties represent logical and interesting functionality for an effect such as a sound, a model, a particle system or a screen effect. The in-built component editor allows creation of components and management of properties.

As well as components, the component editor also manages inputs, phases and level of detail categories.
     


ORGANIZE : Effect Banks

Effect banks are collections of effects and are used by the runtime for effect playback. Management of effect banks including organizing, by hierarchy, so that effects can be used in a logical fashion. Effect bank files are defined using XML and can be easily created from other sources such as world editors or processing pipeline scripts. The processed output can then be used in a standalone fashion or easily embedded into game resource data.


 




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