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Comment by moron4hire

Actually, I'm hoping to be able to experiment with code layout ideas that do not strictly adhere to a window. 2D elements tend to not map well to 3D spaces. One of the problems with the text-in-a-texture method that I've done here is that there is no relief of depth to the text, and relief is actually an important part of how we make sense out of objects in 3D space. It's fine on a 2D screen because the context is so restricted that it all stays consistent. But in 3D, it's kind of disconcerting to see completely flat textures.

Like, why do we still use plain text in flat files for source code (for the most part, there are a few exceptions-that-prove-the-rule)? Why are there so many examples of graphical programming systems that have completely failed? Is it because there is something inherent to text that makes it superior for representing algorithms? Or is it because 1-dimensional text maps to our IO systems the best? I suspect there is a healthy dose of the latter, but we haven't ever had a significant "other" IO system to ever test that theory.

In a lot of ways, Primrose isn't even my goal, more like a benchmark from which to start developing other ideas in text representation in VR UIs. I don't know what they will be, but at least I now have a starting point.

parent moron4hire 11 years ago

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