Tooling Around: Seeing The Forest Because Of SpeedTree?

On 'Tooling Around', today's interview is with Kevin Meredith, Director of Business Development at IDV Inc., developers of foliage generation SDK SpeedTreeRT.

The product first launched in late 2002, born from IDV's frustration at being unable to find a tool to effectively create numerous real-time trees. SpeedTreeRT allows users to generate trees and plants from its library and control variables like branch length and branching angles, and also provides adjustable wind effects and a configurable level of detail transition. As well as the SpeedTreeCAD Windows-based modeling tool, the SDK also includes plug-ins for 3ds Max and Maya.

The company is a licensed middleware partner with Sony and Microsoft, and the latest iteration of the product – version 4.1 - is also currently integrated into Epic's Unreal Engine 3. Recently, SpeedTree has been used in titles like Saints Row, Resistance: Fall of Man and The Elder Scrolls IV: Oblivion, and will be used in the upcoming Too Human, amongst others.

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