Well, then there's that pre-eminent killer game programming tool, our
brains, and the chance of opening up that lock box of killer game
designs we live in, the eventful systems of nature.   

We could learn to steal its charts and triggers better, if we learned
how to watch them in action.  That's the point of the cross platform
principle that the beginning and ending of all of nature's games
requires developmental process, and a simple envelope of growth curves
provides a guide for picking out the successions of events that lie in
them.   Observation was always the first method for extracting new
programming tools from the things we wanted to imitate, work around, or
just play with, and it's no different for the puzzles of shifting order
in systems of change.   


Phil Henshaw                       ¸¸¸¸.·´ ¯ `·.¸¸¸¸
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
680 Ft. Washington Ave 
NY NY 10040                       
tel: 212-795-4844                 
e-mail: [EMAIL PROTECTED]          
explorations: www.synapse9.com    


> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Owen Densmore
> Sent: Thursday, October 19, 2006 4:40 PM
> To: The Friday Morning Applied Complexity Coffee Group
> Subject: Re: [FRIAM] Animation via Behavior: Killer Game 
> Programming in Java
> 
> 
> Good responses!  I got some homework to do.
> 
> I should also be clear: although I listed mainly Java frameworks,  
> others are fine too as long as they are cross-platform (Mac, 
> Windows,  
> Linux) and reasonably easy to use.
> 
>      -- Owen
> 
> Owen Densmore   http://backspaces.net
> 
> 
> 
> 
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
> lectures, archives, unsubscribe, maps at http://www.friam.org
> 
> 



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