Lee wrote: Can you make a timeline out of your 50 marble blast clones and describe the laziness on why you moved on to the next one?
it's for the lols
Oh please, if it would be lazyness then I would be etalon of hard work when it comes to shapes. The core issue is MB's delicate physics and sheer fact that sometimes to achieve something in coding it requires crunching and working on something when you hate it or finding different workarrounds and just in general modern coding gets messy for just one or 2 people if theres so many things to add.
If he would have to describe it in any way then it went something like this:
I have T3D license, lets make marble game> FUUU dif format is not supported, DTS is odd, no skill DED
month later:
Unity is dank, lets do unity> FUUU unity doesn't support difs, we gonna have to make levels in blender
no one appart from RD knows blender, awkward silence, DED
year later
Torquescript is great
Torquescript is garbage> lets try unity
unity is great, so many posibilities, got difs working too> unity is shit, too many things, bad license, limited core access, lets go back to t3d
yay, Torque 3D, great licensign>FUUUU marble jumps where edges of vertexes collide, unfixable physics, DED
month later...
Instead of PhysiX i should try bullet physics> bullet physics has same issue, lets try newton physics
yay newton physics, open source, sortof fixes issue> FUUUUU shitty documentation, marble still bounces quite often but less, DED
month later:
yay we have our own engine and we wrote code that fixes bouncing + good enough physics> FUUUU writing GUI and network code from scratch is hell
lets go back to unity> I have half time job and school=no time to work on it, DED
Last time it went pretty far and I still want to work on Marble game at some point if you have time Jeff but if not:
Gonna need another drink to forget I just dreamed of that.