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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: QOTW
----- Original Message ----- From: <Cobra176@aol.com> To: <gameprogrammer@gameprogrammer.com> Sent: Thursday, January 13, 2000 12:39 AM Subject: Re: QOTW > << If you start on a too ambitious project that takes a long time to get > interactive, you may have wasted a lot of coding time before knowing whether > it is fun. >> > Amen to that.... *looks at many many wasted projects* -- :) 'Tis from (other people's bad) experience I speaketh ... ;p ----- Original Message ----- From: Marc Hernandez <marc@ias.jb.com> To: <gameprogrammer@gameprogrammer.com> Sent: Thursday, January 13, 2000 1:53 AM Subject: Re: QOTW > To play devil's advocate a bit (and to validate my current > project), I would say doing evolutionary design on a project is also fun. -- You can do evolutionary design with an "interactive base" as well. -- In fact it is *more* fun to develop algorithms after your engine/code base is interactive and visual. -- You can visualize and display your algorithms and get to oooh and aaah over the serendipous(sp?) graphical behaviors of your worked-out math and algorithms ... it *is* one of the joys :) Corrinne Yu 3D Game Engine Programmer 3D Realms/Apogee http://www.3drealms.com ================================================================= The GameProgrammer.Com mailing list is for the open discussion of any topic related to the art, science, and business of programming games. This list is especially tolerant of beginners. We were all beginners once To SUBSCRIBE or UNSUBSCRIBE please visit: http://gameprogrammer.com/mailinglist.html
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