MojoWorld Explained, Very Quickly and Not Too Much Of It...



Screen Shot of some of the Transporter Interface

On the surface, there is the coolest Flight Simulator you may possibly ever see - not so much in terms of aircraft controls, but this isn't for Wannabe Pilots, anyway....
Rather than different Airport Layouts, you can get Planets. Whole Planets, the size of Earth, and every bit as detailed! Your choice will grow as the community of people who make them up grows. And the makers can allow you to alter them gradually with a multitrack mixing desk of sliders: Pan between Moderate Climate and Ice Age, a Desert World and an Island Paradise.... whatever the Maker of your World thought looked good at the time.
And with the on-board camera you can take pictures, movies and Cubic QTVR Panoramas anywhere. The pictures make great backdrop textures for Bryce scenes - Landscape on a Truly Grand Scale!
You can get all this as a free download at the Pandromeda Site. It's called The Transporter. Zipped World files are small to download. A 100k archive can hold quite a sophisticated Planet, with some surprise extras, such as "Log Entries" or even imported models, but most "pure" Mojo Worlds are a lot smaller smaller.

But if you are a Brycer, this won't keep you happy for long. You'll want to look deeper... and just beneath the surface of the full MojoWorld Application you'll find the Generator, an interface to create your own Planets. Forget about patches of Terrains and get used to working on a Global Scale, then select your favourite spot. The difficult bit will be making up your mind where to go. Never forget - you are dealing with full scale Planets. As a Bryce user, you will want to export that special place, and you will really have to learn not to get side tracked. Face up to it now: there is no way you will ever explore every single mountain, bay and cove even on just one Mojoworld.



Screen Shot of a typical Edtor in the Generator Interface

I look at the Generator as the DTE on Steroids, raised to the power of three, multiplied by the Terrain Editor and scaled up to Planet Size. If you understand the DTE, the Generator Interface will immediately make some sense to you. If the DTE has been a mystery to you, getting the hang of the Generator will help you to understand it and push your Bryce Art further. The Generator is more clearly laid out and probably easier to learn than the DTE. If nothing else, it'll always be a learning tool for procedural model making and texturing.

Look deeper still, and meet the Pro UI. Let us call it "similar to the Generator, but more so".



Screen Shot of a very simple Function Graph

I look at it as a visual programming language for 3D Special Effects. You can build Algorithms (Function Graphs) from Nodes. Everything you do in the Generator intrerface can be represented as a Function Graph, but not vice versa. Your Function Graphs are like the source code for everything in your World, Mojoworld is your just-in-time compiler, and you can see a sketch of your work on your screen, instantly.