On Tue, Jan 17, 2012 at 12:30 AM, karl ramberg <[email protected]>wrote:

> I don't think you can do this project without a understanding of art. It's
> a fine gridded mesh that make us pick between practically similar artifacts
> with ease and that make the engineer baffled. From a engineering standpoint
> there is not much difference between a random splash of paint and a
> painting by Jackson Pollock. You can get far with surprisingly little
> resources if done correctly.
>
> Karl
>

I think, even with an understanding of art and several art history classes
in university, it is difficult to tell the difference between a random
splash of paint and a painting by Jackson Pollock.

Regards,

Dave


>
>>
>>
>>
>>  On Jan 16, 2012, at 8:45 AM, David Barbour <[email protected]> wrote:
>>
>>   Consider offloading some of your creativity burden onto your computer.
>> The idea is:
>>
>>    It's easier to recognize and refine something interesting than to
>> create it.
>>
>>  So turn it into a search, recognition, and refinement problem, and
>> automate creation. There are various techniques, which certainly can be
>> combined:
>>
>>  * constraint programming
>> * generative grammar programming
>>  * genetic programming
>>  * seeded fractals
>>
>>  You might be surprised about how much of a world can be easily written
>> with code rather than mapping. A map can be simplified by marking regions
>> up with code and using libraries of procedures. Code can sometimes be
>> simplified by having it read a simple map or image.
>>
>>  Remember, the basic role of programming is to automate that which bores
>> you.
>>
>>  Regards,
>>
>>  Dave
>>
>>
>> On Sun, Jan 15, 2012 at 4:18 PM, BGB <[email protected]> wrote:
>>
>>> 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).
>>>
>>
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