Looking good. A few tips: Make sure to systematicly wrap all properties an entity may use. At this point it may be a lot easier than to add things later.
For a mesh this may be all entity control commands (eg blendmode, alpha, pickmode, collision...) plus its brush and the properties of the brush, including up to eight textures, each one with individual texture settings.
As long as you wrap things systematicly, by parsing the docs, it should be easy.
Properties should be set to useful defaults.
2) (Not sure if you already did) If the Droplet or Dropper is for public use then add a loader sourcecode example that will entirely load a level. Writing a loader is very simple when you take the saver function and simply turn writing into reading line by line. Tho, guess you know that already.
For a mesh this may be all entity control commands (eg blendmode, alpha, pickmode, collision...) plus its brush and the properties of the brush, including up to eight textures, each one with individual texture settings.
As long as you wrap things systematicly, by parsing the docs, it should be easy.
Properties should be set to useful defaults.
2) (Not sure if you already did) If the Droplet or Dropper is for public use then add a loader sourcecode example that will entirely load a level. Writing a loader is very simple when you take the saver function and simply turn writing into reading line by line. Tho, guess you know that already.