41 minutes ago, Oberon_Command said:The part that takes time is humans playtesting it and then deciding what the tweaks should be, if any, making the tweaks, then going back and playtesting it again to see if the tweaks made the game more fun.
I talking about something else. About data that needed to make a clother, destructions, collision response of trown items and tiny fragments look realistic and so on. Also about automatic assgning accurate colliders to scene objects and so on. Generating low LODs and bump-mups for it from high-res geometry that is conceptually simplier to create using CADs, than using poligonal modeling tools. But its tools have a significant flaw for modern state of gamedev industry, and especially for big studios - it require to involve modellers with strong engineering background razer just a artist. For example to model a pistol fast, you have to undertstand real technology of pistols parts production, regardless is it pistol have real prototype or complete dummy. To model pistols handle it just require to draw couple curves - a shape of miling cutter and path by wich cutter have to go to make a handle curvatures, and so on for other parts. Othervice you can spend very long time trying to create realistic-look geometry.