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Old 06-29-2016, 02:41 PM   #11
Xenorosth
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Default Re: FFR: The New User Perspective And New FFR Ideas

Quote:
Originally Posted by TC_Halogen View Post
"Let you know?" >__>;

It's good that you're thinking about it, but when you're doing something from scratch, it's hard to take anything seriously until there's at least some sort of actual schematic for both the design and/or the (flow of) programming. Anyone can conceive the idea of wanting to build an engine on a platform.

It's also worth asking if Unity is the best choice for something like this in the first place. This is something that experienced FFR developers and/or developers who do things for other reasons might be able to elaborate on.
An FFR Engine, programmatically, isn't card to break down. A new engine by concept isn't hard, at least for me. I could come up with a new schematic in a week if I needed to, though, university research must take priority. (Gotta pay bills.)

There are two hard parts are designing, and the use of software. I'm not very familiar with HTML 5. I've mainly worked in Java/ JavaFX, C++, and RPG Maker. I've worked a tiny bit when it comes to web development, but thankfully, my current research will be requiring that I program an entire browser extension, so I'm going to get a whole lot more experience. It may shed on more options. Who knows. Maybe I could make an FFR-based browser extension. :P
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