Following our quest to explore procedural and parametric design in 3D and architecture we came to a point where game engine are actually better agent than creative framework such as Openframework or Cinder. They also have a better feedback than CAD soft such as Rhinoceros. Excepted the fact that we first have to dive into the game engine CG mesh pipeline which is somewhat strict due to GPU optimization constraint, we do like the immediate feedback when hitting the PLAY button and find ourselves directly in site, in scale and in atmosphere inside our computed experimentation. Talking about UX and creative tool pipeline this “immediate feedback” effect is rather convincing. With the default realistic world approach driving the game engine today we see into them the future tool for any scenography or any art creation dealing with space. But for now let’s review our fast, dark and dirty test we trough at the Unreal Engine 4.
The Unreal team doesn’t have any official road-map for procedural mesh modeling. But a community of creative created the required tools then the Unreal team finally included them in their reference aside the broad game asset production pipeline. Notice that procedural generated mesh will have an impact on performance and fps. We also noticed that it is only recently that the procedural approach got its UV workflow supported by the same team of creative. That is nice but do not expect to run a grasshopper-like parametric architecture project generated by code. A mesh export would go faster. While we don’t see any limit to the creative potential of this tool set, we like the “on the fly” randomize and noise generation at the world level scale. From an Architecture point of view the immediate immersion is somewhat entertaining by itself.