On Wed, Oct 6, 2010 at 4:48 AM, Argent Stonecutter <secret.arg...@gmail.com>wrote:
> On 2010-10-05, at 12:58, Daniel Smith wrote: > > One of the most likely starting points I see is the terrain editor. That > is a limited mesh editor in itself. > > That would be... really horrible. The terrain editor only operates on one > axis and is extremely hard to use for any kind of precise work. > > Heh, then it turns out to be 'likely, but not so useful'... Aside from that bit, my gut tells me it may be more useful for the codebase to really support plugins, and then to go from there. Slapping a lot of new functionality on to the current code seems like a recipe for bloat. Daniel Smith - Sonoma County, California http://daniel.org/resume
_______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges