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
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