tag:blogger.com,1999:blog-1687363112787935188.post4378779886277616086..comments2011-05-18T09:02:00.081-04:00Comments on Code Fortress: The Name Game Trap (TNGT?)Aureliohttp://www.blogger.com/profile/07263441314958682780noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1687363112787935188.post-83644385971177697202010-06-15T11:57:42.483-04:002010-06-15T11:57:42.483-04:00What's in a name?
I always hate having drab na...What's in a name?<br />I always hate having drab names, although it's hard to come up with names that are informative and poetic at the same time. I've got Bard for my logging mechanism and FIRE [or Fire Is a Rendering Engine] :D guess which system...dusthttps://www.blogger.com/profile/00561904850998565973noreply@blogger.comtag:blogger.com,1999:blog-1687363112787935188.post-45603774364053278312009-12-08T21:25:33.247-05:002009-12-08T21:25:33.247-05:00I think the cool names are important, because you ...I think the cool names are important, because you never know when something might hit it big, or become a tool that will be so useful, others will want to use it. I'm just guessing here. <br /><br />When Microsoft Silverlight was released, I was stoked, mainly because of the name. They also had a great logo for it. Sadly, I'm much less enamoured with it now, even though I don't program it at all.<br /><br />Having a data collection system that you call DCS just screams lack of creativity in my mind (previous employer's product actually).<br /><br />I like what I've seen on your blog... interesting stuff. I'm a bit of a graphics geek.Rick Hendersonhttps://www.blogger.com/profile/08362226632058390544noreply@blogger.comtag:blogger.com,1999:blog-1687363112787935188.post-91085422102797293782009-06-05T14:56:00.998-04:002009-06-05T14:56:00.998-04:00Actually, GHOUL and ICARUS both stood for somethin...Actually, GHOUL and ICARUS both stood for something, I just don't recall what they were. :) GHOUL actually encompassed the skeletal mesh/animation and surface systems, rather than "dynamic dismemberment", as we really had no dynamic dismemberment. Just an elaborate (or less elaborate in Jedi) set of surfaces and caps to turn off and on. SoF also had some bits they liked to bolt onto bones or bolt points.<br /><br />BehavEd was more specifically the visual, primarily AI, scripting tool, editing, in most cases, behavior. So that made plenty of sense. Vertigons were...vertical polygons stuck to a surface. There was also ShaderEd (editing shaders), and EffectsEd (editing effects). "ConfuseEd", I don't recall ever using or hearing about. It isn't in the Jedi SDK and I don't recall anyone on either Jedi game or SoF2 using it, but maybe it's an X-Men/Q4 thing? Dunno.<br /><br />But in any case, most names were pretty straightforward, and the ones that weren't actually were acronyms for something. I wouldn't really compare it to Epic's situation. :)Anonymoushttps://www.blogger.com/profile/17926416420585435540noreply@blogger.com