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> My main goal is to empower individuals by creating a relatively inflexible engine

I'm a big fan of fostering creativity though restrictions, so this makes sense to me. I would be interested in any notes on how you try to realize that goal in the engine. It would be interesting to see the difference between limitations imposed by performance v.s. limitations imposed in the name of a focused creation experience.

In general, any time you're not "simply" (not that the problems are simple) creating a system that exists elsewhere (physics, liquid, etc), it would be interesting to hear your thoughts on where you choose to deviate from the 'norm' and why.




The primary idea is that it should be easy to create, modify, and revert something in a pretty standard process. In a 3D modeling program, a user usually has to go in and create some outlines and select vertices and edges and extrude them and further push and pull things from there and deal with polygon issues and so forth. They have to do all this while navigating an interface filled with one million buttons and menu options. I am aiming for something a bit more like Fallout 4's face editor - its still quite limited, but any user can understand it and produce a diverse variety of content (of course, I am extending that to all shapes, not just faces).

For other things, if I introduce some system I'd like it to be unique and have purpose. Many games do GPU-based particle physics for water, and the ability to have this produce any significant interactions isn't that great. My system is CPU-driven, and contains things that are rarely done in games like simulating pressure and a constant fluid mass, which makes for more interesting interactions (you could pour water down the end of one pipe to raise it at the other end, as just one example). Usually people find ways to modify the system that I would not think of (someone made a roller coaster in Minecraft using water canals IIRC).




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