On 1/16/2012 10:26 PM, Neu Xue wrote:
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"
quick and dirty makes a poor product, despite the availability of more
advanced technologies.
like, many old games did fairly well even with few pixels to work with,
and even a fairly high-resolution texture can still look terrible. say,
a 512x512 canvas doesn't mean some quick-and-dirty passes with an
airbrush and paint-can tool and throwing some emboss at it will look good.
with some time and practice though, it gets a little easier to start
making artwork that looks more passable.
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...
________________________________
From: BGB<[email protected]>
To: Fundamentals of New Computing<[email protected]>
Sent: Tuesday, 17 January 2012, 3:31
Subject: Re: [fonc] Inspired 3D Worlds
8<
these would generally be created manually, by placing every object
and piece of geometry visible in the world, but this is fairly
effort-intensive, and simply running head first into it tends to
quickly drain my motivation (resulting in me producing worlds which
look like "big boxes with some random crap in them").
8<
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