Yes, you could wander around in the world casting spells of creation school.
You could get some pals to help.
You could swap spells.
Like WoW meets SL in OpenCobalt.

I typed "http://www.google.com/search?q=aghori+sadhu+alan+kay";.
I got "http://wn.com/Apple_Computer_Magic ";.

----- Original Message -----
> From: BGB <cr88...@gmail.com>
> To: Fundamentals of New Computing <fonc@vpri.org>
> Cc: 
> Sent: Tuesday, 17 January 2012, 6:33
> Subject: Re: [fonc] Inspired 3D Worlds
> 
>>  There are commercial "big boxes with some random crap in them" 
>> game worlds now and have been since the 8-bit era.
>>  The games that stood out by immersing us despite the limitations of 
>> technology were usually the ones which were lovingly crafted.
> 
> very possibly.
> "time and effort makes a good product"
8<
> otherwise:
> I was left idly imagining the possibility of using a good old scripting 
> language 
> (probably BGBScript in my case) to assist in building worlds. say, higher 
> level 
> API commands can be added to the mapper, so I can issue commands like 
> "build a room here with these textures and dimensions" or 
> "generate some terrain over there" as API calls or similar.
> loops or functions could also generate things like stairs and similar, ...
> then, it can partly be a process of writing scripts, invoking them in the 
> mapper, and optionally saving out the results if it looks about like what was 
> being hoping for (maybe followed by some amount of manual "fine 
> tuning"...).
> similarly, the commands would probably be usable from the console as well 
> (as-is, BGBScript code can already be entered interactively at the console), 
> in 
> addition to the existing GUI-based mapping interface.
> probably the underlying world structure would remain being built out of 
> entities, convex polyhedrons ("brushes"), Bezier patches, and polygon 
> meshes. (unlike some other ideas, this wouldn't drastically change how my 
> engine works, or even require redesigning/recreating my tools...).
> sorry if all this is a bother to anyone, being solidly not really about 
> programming per-se...
8<

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