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>Bloat is inherent in video games

Name: Anonymous 2016-10-07 12:47

Name: Anonymous 2016-10-10 0:46

>>7
I think you're grossly overestimating the ability of a graphic designer/modeller to comprehend any of these pages without further training. Not only that, this is only one part of the significant technical knowledge that a designer would need to define the procedural content for a game. There is more to defining procedural content than the knowledge of how to test for the bounds of a particular point.

Name: suigin 2016-10-10 1:07

>>9
Right, most modellers/artists are only capable of working with UI sliders, input boxes, graphical spline editors and WYSIWYG interfaces. So us programmers end up spending all of our time on making the UI interfaces for the spoiled artists, instead of on cool procedural content and graphical effects you only ever see in the demo scene.

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