is this a game of parkour ?
Getting the ui finished up for the tool system
next I need some tools for picking / placing / spawning items
today I made it so when you quit it resets the physics plane back to -2 units
(so it’s not obstructing your view when you quit with ‘undo changes’ unchecked)
ok
I remake the world from a heightmap here,
I use a blurred version of the same height map in my wave generator so the geometry of the coastline needs to match the heightmap
next up maybe I will make a heightmap baker
perfected mouse slide behavior and rotate behavior (hold click)
@BluePrintRandom hey buddy when do u think this game will ever finish?
(im just asking again lol)
Fred/K.S
It’s a game, and a system to create games,
So there is a bit of iteration involved,
I can make edit maps now, next up is pressing “play” function VS edit function on startup
I have a building kit, and 2 enemies, and unlimited amount of weapons I can present now,
I need the map, and a few enemies / vehicles / props and then I can go into production of the first area
O MY GOD
HA Ha Ha Ha Ha HA
So basically, you can have small tiles and not murder the rasterizer? Noice.
Basically we have 1 huge gfx mesh made of “patches” and we have physics tiles,
Each patch ownes 1 physics tile,
We can move the patch / it’s physics tile,
Set it’s vertex color/uv/vert xyz, and normals are done automatically, erasing the edge boundry between patches, physics tile gets its small mesh reinstanced very fast. Compared to using the gfx mesh as the physics mesh, which would be quite slow