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Tuesday, June 30, 2020 - 19:10

Love this!
Great job!

Tuesday, June 30, 2020 - 19:03

wha that's really cool!
sorry for the late reply! :D

Monday, January 6, 2014 - 21:14

wow.  so nice.

Saturday, February 2, 2013 - 17:14

love this.

Tuesday, July 5, 2011 - 16:17

im guessing that anonymous was probably pompei,  my opinion is in the same vein as his.

Monday, July 4, 2011 - 22:13


TBH i think its a non-issue.  

The idea that Source engine/Unity/UE3 engines are some types of dev panaceas is just not true.  All engines have their quirks,  their positives and negatives.   I have worked professionally with UE3,  its great for some things, but would be total overkill for others.   I have only shipped 1 product with Unity, but my experience was that its pretty far from the technology when you use it... and that is not always what you want, depending on your project.  Ogre is very close to the tech, but lacks certain advanced tools.... and that may be an appropriate trade-off depending on the project.

If you are an indie dev, take these words seriously: enough overkill in an indie project will destroy it.

having said that i want to reply to bart's comment:

Well, there are plenty of good, working FOSS 3D engines.  BGE, Irrlicht, XReal, etc.  Rather than making a new one, it would be nice to have a solid, easy-to-use, integrated editor for those.


The idea that there will ever be a generic engine/editor for games is an idealistic goal that is ultimately is a fantasy.  Tools are one of the hardest areas of game dev.  Unity advertises itself to be the perfect catch-all tool - but it isn't,  and nothing can ever be.  I see Unity as the 'Flash', for 3D game development:  perfect for some things,  terrible for others.  Even with Unity you will always need some level of specialized tools for a given project, and the more innovative the project the more the tools must follow. So I'll end with a small advice for indie devs who choose engine's without editors that suit their needs:  as much as possible avoid building editors.  Instead, use your content creation software as editors:  use max/maya  with maxscript and MEL to export xml,  if your gameplay is 2D you can even just use photoshop... paint bmps with your collisions and use colors to position your objects.  Don't be sold on shiny editors,  simple is better and thats will always be true if you want to get anything done as an indie. 


Sunday, May 22, 2011 - 23:48

they were kids toys in the US in the 80's.  They are soft somewhat like a plush toy..  I had a couple of them,  but i think i only have the eyeball left in a box somewhere.  :D

Saturday, May 21, 2011 - 15:35

i have a MADBALLS  that looks just like this!  sweet!

Friday, May 20, 2011 - 16:08

It's not planned at this time... but someone asked about it on the pixeljoint forums... is it you who asked there too? I am not sure where I'm going to take it next.

Wednesday, May 18, 2011 - 20:44

these look awesome,  would you provide them at higher res?