Well I suppose the same concept applies with what im making just not on the same scale. Besides my engine will be heavily scripted. One of my biggest concerns is keeping them all organzed. I wont be using a terrain height map, though if one were really inclined you could create one with an exterior editor and import it as a single object. Basically I'll have quite a few of the same features that the siege editor would have. Triggers, events, entities, items, waypoints targets etc. Ive basically given up with the frame rate.. I'll just allow for frame skipping when it starts to choke, and ive tried it on a variety of systems and its not as bad as I had originally thought with all of these single object "map parts". Im ditching lighting.. I cant use light maps as the level will not and can not be a single mesh(id lose all of the attributes) and a few other things, but for the most part it should be alright. Hell I have fun just jumping around in my test level for minutes on end lmao. Trying to incorperate "cartoony" physics is a tad difficult but its working out ok. I'll probably stop posting on this as my work is going rather well and this thread is getting pretty long for no real reason.. I'll post a new one with updates once I have something.. Possibly a beta soon so see if anyone wants to make some test levels and gimme some feed back on how they broke it haha.
level editor with 3D tiles.
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