Game Development Community

Working on my own level editor

by Sander Van Rossen · 11/13/2006 (1:41 am) · 6 comments

(Wow long time since last post on garagegames)
Currently I'm working on my realtime csg level editor, written entirely in C#.

images.gamedev.net/gallery/72e60801e5d6402298e756994644fda8_picture1.jpg
It has additive and subtractive brushes which can be moved and will show the csg results in realtime.
Since my gamedev IOTD i've implemented editing brushes; i can now edit brushes by moving vertices/edges and polygons.

I've also put updating modified brushes in a seperate thread, this thread goes trough a list and updates the brushes one by one.. the ui thread adds new brushes to this list when necesarry, but doesn't add brushes that are already in the list.. this way a lot of redundant calculations are removed because when you move a brush there is a high probability that you'd be reprocessing the same brushes a lot of the time..

I'm almost done implementing instances, but i need to clean up and rethink some code handling groups first because right now it's hard to manipulate groups (in the gui), which makes testing instances rather difficult (since instances will be instances of groups)

Once i've got instances/groups working properly, prefabs should be relatively trivial.
Unfortunatly real life work is eating most of my time, so progress is rather unpredictable.

#2
11/13/2006 (4:05 am)
Sounds great - with any luck this will turn out to be a rather nifty level editor.

Keep up the good work! :)
#3
11/13/2006 (10:20 am)
Very cool... but please do us all a favor, Van. Make frequent releases available like Alex has done with Shaper. You probably have a feature list already but if you make milestones available you'll give the community a chance to comment and make helpful suggestions.

Hope you hang in there. Even if your editor just has basic functionality.
#4
11/13/2006 (1:08 pm)
Thats pretty cool. I've heard that programming CSG editors is no easy task. Keep going and good luck!
#5
11/14/2006 (1:09 pm)
what can you make with this?
i guess its for torque, so is this for difs?
or like the mission editor in torque?
#6
11/20/2006 (9:33 am)
@James: thanks :)
@N R Bharathae: Van actually means "of" in dutch, it's not a name ;)
I want to get the level editor to have basic functionality working first before i release any version of it...
@Tom: yeah, numerical precision errors are pretty annoying, and basically impossible to get rid of entirely...
@Florian: Right now i'm just working on "a level editor" beyond that, i honestly haven't given it that much tought ;)