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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