That would be me. While I would love to be able to program my own games, I 
just can't graps the math prrinciples required, and I've been trying for 
years. I can't even grasp most basic algebra, let alone trigonometry. 
Granted I do have some small understanding of geometry (that was probably 
the one that came easiest to me because it involves shapes that we blind 
folks can actually feel), but I doubt my knowledge is sufficient for me to 
attempt any kind of programming. I may still try to learn it in the future 
but given my abysmal mathematical skills it probably won't be for quite a 
long time.
Time is an illusion, lunchtime doubly so.
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, March 11, 2008 10:19 AM
Subject: Re: [Audyssey] GMA Game Engine?


> Hi Ron,
> Exactly. Though, there really is a desire for non-programmers on this
> list to be able to create there own games. The diference between them
> and Che, David, Justin, and I is that we put the time, energy,education
> into learning how to program software. Most of the others on list either
> do not have the time, educational background, or apptitude to do it
> themselves.
> For example, recently on the game developers list Cara Quinn and I have
> been showing coding examples of calculating bounded spheres and bounded
> boxes to check for collision detection. While I don't feel the math is
> too hard if you don't have somewhat of a background in jeometry and trig
> you are going to have a rougher time of it than someone who, like me,
> has taken college level math and understands the math principles
> governing the formulas required to do  collision detection correctly.
> I'll freely admit here that college level math was no walk in the park
> for me. Yes, I got A's in math, but truth be told I worked darned hard
> to get that grade. The stuff didn't always click upstairs for me right
> away, but once I grasped the concept then I could go to work on the
> problem like a computer. Solving the math wasn't the problem. Grasping
> the concepts was.
> Anyway, often times the biggist issue for all new programmers is
> grasping the general concepts. Most people here, I believe, don't want
> to bother dealing with learning something new and slightly complicated.
> They'd rather have some tool they can go click, click, click, wam, bang
> new game is made.  That is fine, but such tools won't come cheaply or
> come with every single feature out of the box.
>
> Ron Schamerhorn wrote:
>> Hi all
>>
>>   I could indeed see putting out a game to test a theory or aspect of
>> gameplay like Phil did, but to license the engine and only produce free
>> games is rediculous!  Right off the top to be in the red $2000 or 
>> whatever
>> then considering potentially having to buy sounds and the time/effort 
>> would
>> make no sense at all.
>>
>>
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>
>
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