I'm interested in applying the following technique:
- Define game objects using a object definition DSL similar to what you would use for a raytracer (e.g. POVRay)
- Use a specialised raytracer to sample the shape of the object as a mesh and render a texture/normal map for the object
- Subsequently use the generated mesh / textures in a 3D game engine as usual
It seems like this technique would be a good way of developing a lot of high quality meshes fairly efficiently, assuming a resoanably expressive object definition DSL.
Has this technique been effectively used anywhere?