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  1. #1
    Co-Founder / PGD Elder WILL's Avatar
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    He has some interesting ideas. I would be nice to have game development tools that act and behave much more like this than the completely separated code vs. concept approach that we usually start with.
    Jason McMillen
    Pascal Game Development
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  2. #2
    PGDCE Developer Carver413's Avatar
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    the framework I'm building has scripting built into the core so you can bet I'll be playing around with a few of these Ideas.

  3. #3
    Co-Founder / PGD Elder WILL's Avatar
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    If you could create a game using a sort of 'Hypercard' type of design work for scenes, that would be awesome.
    Jason McMillen
    Pascal Game Development
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  5. #5
    PGDCE Developer Carver413's Avatar
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    Nice work Eric

  6. #6
    The video is a nice demonstration of an extremely good implementation of data driven approach. Where the data is the code.
    When I worked on particle effects for one of my games, the particles were driven by a script and I was able to change the behaviour in real time modifying the script within the game editor. This way I got very nice effects in very short time.
    This is the reason why I think that a game engine should be built with a data-driven architecture an should have an editor with WYSIWYG capabilities.

  7. #7
    Co-Founder / PGD Elder WILL's Avatar
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    Hey great proof of concept Eric!

    I'm still wondering however if this can be applied to an OpenGL or DirectX environment. Mistakes, as you've mentioned in the post on your site, can happen and with an environment such as 3D/2D graphics processing could cause your system to suddenly slow to a crawl. Especially if it's an older or lower spec system.

    I still like where this is going and would love to se more pick-up of the idea. Maybe a serious game engine or design tool of some kind?
    Jason McMillen
    Pascal Game Development
    Co-Founder





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