Editor kludge

Published May 31, 2008
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I knocked together part of the in-game level editor. Unlike the normal game, the display of the editor is not in 3D. This is for two reasons -- one, I am very lazy and don't want to take the ray-intersection code from the old editor, and two, I think it looks much better to display it in kind of a "blueprint" fashion.

The only problem is how weird the walls look in it. But I'll work on that later. Tomorrow I will implement some of the tools so I can place vertices!

This would've been much faster if I was aware enough to properly do the projection math, but that's done and dusted after working it all out on paper.So at least this week isn't a total failure.

Basically, when this editor is done, it is implemented as a 'game layer,' which means you'll be able to call it up and tweak geometry and levels and the like in the middle of a game -- though this is probably a bad idea in practice as I don't want to reload the map when I return from the editor state.

Regardless, you'll be able to lay out level geometry. I will probably also add a rudimentary entity manager; at the very least, one that is smarter than the "twenty questions" interface that ended up in Glow.

Now that I have the UI framework in place, I have to decide first how to handle events, then derive a button control from my existing stub control. I will also try to write up an entry on how the developer loads and uses a user interface definition file.
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