I'm all for tools, but I'm just trying to be realistic about what is possible.
I've yet to see a shader produced from any editor that didn't rely heavily on varying inputs that simply HAVE to be generated by the application running them. (Be it Tangents, custom..well Whatever. Just goto shadertech and try to run one of their shaders without a slew of C++ code to back it up.)
I suppose whatever Evak's on about may come with an api to do that, but I'm really against windows only. I want to make as much money as possible.
So at the moment it's just not THAT big a priority to me. I'm sure Mark's engine will be no different in this respect.(Shrugs)
Incidentally, the artists I'm working with are kick ass themself, and they're helping (Conceptually) with vivid2.0's design, work flow etc, so I don't think it'll be a problem either way.
I've yet to see a shader produced from any editor that didn't rely heavily on varying inputs that simply HAVE to be generated by the application running them. (Be it Tangents, custom..well Whatever. Just goto shadertech and try to run one of their shaders without a slew of C++ code to back it up.)
I suppose whatever Evak's on about may come with an api to do that, but I'm really against windows only. I want to make as much money as possible.
So at the moment it's just not THAT big a priority to me. I'm sure Mark's engine will be no different in this respect.(Shrugs)
Incidentally, the artists I'm working with are kick ass themself, and they're helping (Conceptually) with vivid2.0's design, work flow etc, so I don't think it'll be a problem either way.