On 1/9/2012 3:25 PM, Kim Rose wrote:
(nothing...)
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BTW: a bunch of spam has appeared again on the wiki.
not much else interesting on my end, mostly fiddling with stuff.
probably not that it matters:
I am generally personally stuck on the issue of how to make
"interesting" 3D worlds for a game-style project while lacking in both
personal creativity and either artistic skill or a team of artists to do
it (creating decent-looking 3D worlds generally requires a fair amount
of effort, and is in-fact I suspect somewhat bigger than the effort
required to make a "passable" 3D model of an object in a 3D modeling
app, since at least generally the model is smaller and well-defined).
it seems some that creativity (or what little of it exists) is stifled
by it requiring a large amount of effort (all at once) for the activity
needed to express said creativity (vs things which are either easy to do
all at once, or can be easily decomposed into lots of incremental
activities spread over a large period of time).
trying to build a non-trivial scene (something which would be "passable"
in a modern 3D game) at the level of dragging around and
placing/resizing/... cubes and/or messing with individual polygon-faces
in a mapper-tool is sort of a motivation killer (one can wish for some
sort of "higher level" way to express the scene).
meanwhile, writing code, despite (in the grand scale) requiring far more
time and effort, seems to be a lot more enjoyable (but, one can't really
build a world in code, as this is more the mapper-tool's domain).
not that all this probably matters much here though...
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