Anyone knows an article on level editors?
Does anyone know an article on developing level editors for games, because I want to make a game.
I want to make a level editor, so I can make the levesl for the game easily.
There probably aren''t many tutorials on making a level editor because they are rather specific for the type of game that you are making. That and not many people make it to that stage of a project.
Moe''s site
Moe''s site
I''m working on my own 3D engine right now, and the first program I''m making... is... a level editor for my coming engine! Sure, this may seem strange, but what should I load in as levels if I haven''t got any (wanna have my own file structures )?
The interface is much like normal level editors and 3D progs: 3 orthogonal viewports and a perspcetive view. This perspective view is the simplified 3D engine. For now, I can only put out arbitrary triangles to be put in a list.
To make the interface simple, use only arrays for data, not structures. Different coordinates are used for every viewport. The top-view uses X-Z, the side-view uses Y-Z etc. A clever way to do this:
The orthogonal views don''t show you depth of the level very well. You should have a depth anyway, and a zoom. Both are simple to implement.
Well, I''m working on my own right now, so don''t ask me too much. I''m not an expert (yet ).
The interface is much like normal level editors and 3D progs: 3 orthogonal viewports and a perspcetive view. This perspective view is the simplified 3D engine. For now, I can only put out arbitrary triangles to be put in a list.
To make the interface simple, use only arrays for data, not structures. Different coordinates are used for every viewport. The top-view uses X-Z, the side-view uses Y-Z etc. A clever way to do this:
typedef float vector_t[3];int axices[VIEW_PORTS][3] ={{ X, Z, Y }, // Top view { Z, Y, X }, // Side view { X, Y, Z }, // Front view ...triangle.p[point1][axices[viewPort][X]] = newX;triangle.p[point1][axices[viewPort][Y]] = newY;etc...
The orthogonal views don''t show you depth of the level very well. You should have a depth anyway, and a zoom. Both are simple to implement.
Well, I''m working on my own right now, so don''t ask me too much. I''m not an expert (yet ).
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