> On Dec 8, 2005, at 12:27 PM, Joseph Nastasi wrote:
>
>> ... using a plugin or declares. It isn't built in.
>>
>> What the heck are you talking about. Put an Rb3DSpace that complete
>> covers the window, and check Full Screen on the window's properties.
>
> I'm thinking of switching resolutions, color depths, etc and not tied
> to RB3d. That's what the heck I'm talking about.
Well, he was asking about RB, so I naturally assumed...
> But you're arguing about the failure of the project because of what
> the project itself is. I'm responding to the idea of RB being able to
> do a WOWish project technologically, as is, since that's what the
> discussion is about, and I cannot see Quesa being able to handle it.
What will determine if a project is wowish technologically is, in the
final analysis, not the tools used but the limits of the person involved.
The most sexy 3D game out there was not created by a team of two or three
developers working part time. Therefore, it's futile to try to go
head-to-head with that kind of technological team.
Once a project is properly scoped so a small indie team can handle it, the
real issue is not how wowish the technology, graphics, sound,
size-of-world, etc. can be, but can the team finish the project.
And the thrust of what messers John, Joe and Joe are saying is: make the
goals acheivable. Then decide if what tools to use.
I totally agree that when it comes to technological and graphic
boundaries, there are plenty of solutions that will beat RB3D/Quesa. But,
that's not the point. This is about getting the project done.
Joe Nastasi
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