This prototype is not written in 3D Rad, but is a blueprint for the development of new tools that will inevitably add some more muscle to my tools arsenal, in helping to keep 3D Rad as my main prototyping workbench, for game development.
In the fast paced world of 3D development. New technology springs up overnight, making old tools pretty much out of date, and almost useless. In an attempt to stay abreast of this explosive growth, I spend a lot of my development time building new tools to stay on top of the game.
After having experimented with AutoIt to the extreme, I now feel comfortable with leveraging its integration possibilities, and building fully integrated 3D visual tools.
It is my plan to provide a new set of tools based on this prototype, that will allow for precise path and way-point maps, interactive shader tweaking, model scaling, precision snapping placement of objects, animation sequence transition testing, and a host of other much needed features.
I am publishing this prototype to show that there is a host of support applications that are often used in the background, or on the fringes of most game engines, that help to make a game come together.
When I find that a new tool that grows out of this prototype, can be useful to other 3D Rad game makers, I will release it to this forum.
In the fast paced world of 3D development. New technology springs up overnight, making old tools pretty much out of date, and almost useless. In an attempt to stay abreast of this explosive growth, I spend a lot of my development time building new tools to stay on top of the game.
After having experimented with AutoIt to the extreme, I now feel comfortable with leveraging its integration possibilities, and building fully integrated 3D visual tools.
It is my plan to provide a new set of tools based on this prototype, that will allow for precise path and way-point maps, interactive shader tweaking, model scaling, precision snapping placement of objects, animation sequence transition testing, and a host of other much needed features.
I am publishing this prototype to show that there is a host of support applications that are often used in the background, or on the fringes of most game engines, that help to make a game come together.
When I find that a new tool that grows out of this prototype, can be useful to other 3D Rad game makers, I will release it to this forum.