On 7/26/06, Juhana Sadeharju <[EMAIL PROTECTED]> wrote:
> >From: "Michael D. Adams" <[EMAIL PROTECTED]>
> >
> >One minor change is that the sections of the manual entitled "Using
> >Crystal Space" and "Working with Engine Content" could be changed to
> >be a bit clearer in purpose to something like "Using Crystal Space
> >(for developers)" and "Working with Engine Content (for artists)".
>
> Engine programming
> Game programming ("Game" or "Application")
> Game content creation (prefabs? prefabrications? assests?)
>
> "Engine content" sounds misleading but I'm not sure (think sky textures
> in the engine-provided sky system).

"Programming" is a good keyword.  It implies that it is for programmers.

The trouble with "working with engine content" is that I keep thinking
it means how to write code that loads or manipulates (creates?) engine
content.  "Content creation" is better but needs something that
implies that it is a human (artist?) that is creating the content
(models, textures, levels) probably using some application other than
walktest (blender, etc.).

I thought maybe "Content creation tools", but that is to narrow.
Optimal maps and such info needs to be included.

"Creating maps and art"?

Michael D. Adams
[EMAIL PROTECTED]

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