On the Origin of Darwin Project’s Geometry by Means of Houdini

STEPHEN TUCKER


While Houdini is often thought of as a power house for simulation, the low level access it offers when constructing geometry is without a doubt one of its most attractive features for game development. Stephen provides a look at some of the ways in which Houdini has been used to create and manipulate geometry in Darwin Project for static meshes of lavafalls / splashes / rivers, rendered meshes as textures for Unreal Engine particles, collision meshes and vertex animated meshes.