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	<title>Comments on: More on a &#8220;new&#8221; GameDev Framework&#8230;</title>
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	<link>http://troygilbert.com/2006/03/more-on-a-new-gamedev-framework/</link>
	<description>Gamedev 2.0</description>
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		<title>By: Patrick Curry</title>
		<link>http://troygilbert.com/2006/03/more-on-a-new-gamedev-framework/comment-page-1/#comment-11</link>
		<dc:creator>Patrick Curry</dc:creator>
		<pubDate>Sun, 12 Mar 2006 02:04:43 +0000</pubDate>
		<guid isPermaLink="false">http://troygilbert.com/2006/03/03/more-on-a-new-gamedev-framework/#comment-11</guid>
		<description>Hi Troy-

I know this isn&#039;t what you mean when you talk about Web 2.0 and games, but I thought you&#039;d appreciate it none the less...

http://www.patrickcurry.com/games/walls/

By the way, I&#039;ve long dreamed of the kind of system you&#039;re talking about.  That&#039;s what drew me to VRML back in the day, then to RenderWare much later on.  I think the closest we&#039;ve gotten is the Quake 1 engine.  Not so much because it was this perfect, data-driven system, but rather because for a period of a couple years most of the cool 3D stuff was being done in it -- from art to tools to mods to machinima and all that.

Once other accessible 3D engines arrived the community split into a million little pieces, and in some ways we&#039;ve been trying to recover ever since.

That&#039;s my take on it, anyhow.

Cheers from Chicago,
Patrick</description>
		<content:encoded><![CDATA[<p>Hi Troy-</p>
<p>I know this isn&#8217;t what you mean when you talk about Web 2.0 and games, but I thought you&#8217;d appreciate it none the less&#8230;</p>
<p><a href="http://www.patrickcurry.com/games/walls/" rel="nofollow">http://www.patrickcurry.com/games/walls/</a></p>
<p>By the way, I&#8217;ve long dreamed of the kind of system you&#8217;re talking about.  That&#8217;s what drew me to VRML back in the day, then to RenderWare much later on.  I think the closest we&#8217;ve gotten is the Quake 1 engine.  Not so much because it was this perfect, data-driven system, but rather because for a period of a couple years most of the cool 3D stuff was being done in it &#8212; from art to tools to mods to machinima and all that.</p>
<p>Once other accessible 3D engines arrived the community split into a million little pieces, and in some ways we&#8217;ve been trying to recover ever since.</p>
<p>That&#8217;s my take on it, anyhow.</p>
<p>Cheers from Chicago,<br />
Patrick</p>
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