nihilocrat
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« Reply #67 on: May 05, 2009, 08:32:48 AM » |
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The juiciness of whatever Eskil-related gossip is probably why Hideous modified his post.
On his blog he seems to post a lot about seemingly obvious solutions to various problems in the world completely unrelated to games or programming, so I could forsee he might grate on people, even though his online presence only suggests he's a nice guy.
Okay, he's probably not too nice to designers, in the context of a small team at least.
Has anyone actually downloaded the tools and played around with them? I can't manage to get a standalone Verse server on a seperate machine to accept connections, not sure what I'm doing wrong. Also, the whole set feels very oriented towards a particular way of doing things. Connector is relatively intuitive, but Loq Airou is really impossible for me to use. I just want to do something simple like make a perfectly even cube, but I can't figure it out, and the tutorials / docs I can find give me an idea but gloss over the details. Also, I don't see any way to extrude surfaces, so the type of modeling I'm used to is impossible. I probably would have sort of liked this back when I wished modeling programs just let you draw out edges and vertices, but right now I just can't get anywhere with it.
The central idea is still pretty cool though, a networked scene graph where your game/application needs to communicate via an API but can otherwise decide to do whatever it wants to with the scenegraph data. My very very MVC-oriented mind, however, doesn't know how to easily seperate out the visuals and the Model in a system like this without creating a completely parallel architecture just for the Model, perhaps the idea is that visuals and Model should match very closely, and you just let Verse worry about all the syncing and stuff. It just seems weird to have what is basically a View server, where they are normally very much in Model territory.
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