After finally getting poser to work, I've played around with it, but it's hard to avoid making a nude chick and "adjusting parameters," often to the childish giggle of my childhood that still beckons now and then
"those can't get that big!"
Anyway... *ahem*
I don't know enough about 3D programming in DBP to really offer any valid opinion on the subject, so I apologize for the noobishness of this question, but: isn't there some way to bypass DX and force DBP to rely more heavily on hardware rendering? Wouldn't that alleviate the issue of polygon counts? Because the implementation of Poser characters would dramatically reduce development times, especially on indie projects where 1-10 people are developing a game from scratch. I think coming up with a method of reducing polygon counts without making our games look like Dig Dug is something we should get the smarter people on here to start working out
Unfortunately, I'm not one of them. What would it involve? Could you rely more on the texture than the model to make it look pretty, or would that not work for some reason that I'm too dumb to foresee
Cartography Shop and 3DWS make level building simple, and Poser makes character building simple... all we need now is an open source community-supported version of Anark Gameface and a method of making fully-textured 3D objects without needing to understand the principals of vertices and all that, and presto, you can whip out a 3D game in the time it takes you to code it. Would be pretty cool... but would probably sink the indie market. But hey, that's for one of those business-oriented threads
"In an interstellar burst, I'm back to save the universe"