Originally Posted By: Realspawn
Is 3DGS Dying ? I don't think so. After a while i came back to
3dgs and noticed many changes. Pfew I had to start all over again.

One thing does not change and that is the lack of getting started without programming skills. Sure you have template stuff but learning from it is hard, figuring out what all means and how stuff works, all those separate scripts combining. For a noob is this very hard. ( I still am) small easy questions are rarely answered. The same for easy to use simple code snippets
However it gave me a boost to start my own book (always wanted to do that) teaching 3DGS the realspawn way. (older memebers will remember) it will include complete from scratch coding and will have video’s and text information how all works. I got help from Helgast and Slin so even i am learning all over again grin The main goal is to make people enjoy creating and learn in a fast but most simple way. (if i succeed you all have to await)
I still am convinced that it is the artist that makes a game cool or not. Engines are fun but graphics, models, game play decide if a game succeeds or not.

Just my 2 cents


Good luck on the book!

I remember the "Realspawn way" of teaching well. It was always good, useful, and easily implemented. For those of us that concentrated on shaders, or any other niche, it was great to have instruction and resources to try to build on a level and then be able to integrate fx's into a level.

There's been bickering about Acknexes viability ever since it came into existence. If Acknex does not seem to "cut the muster" it has always been our failing, as users. That is, in failing to take the templates and optimize them to our uses or shit-can the templates and build new. I play the hell out of Xbox360 and see the same effects, quality, and FPS in it's current generation that we had at our disposal in 2005.

Art, "eye-candy", is the thing. "Drew" was a good conveyor of that. The artist is king.
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