Editor update

Planning and Development

I’ve begun writing my world editor.  I can see that this is going to a be a very big, very important part of this whole game project.  So far you can add a terrain with a button, although the terrain is just a flat subdivided plane, and you can add a test asset, which is this weird looking cube thing.  Blender is the only 3D authoring tool I’ve used much so taking a cue from its controls you can right click on an asset to select it, and it glows red.  You can then right click anywhere off of an asset to deselect.  This isn’t working 100% correctly and will be improved eventually, but it’s ok for now.  If an asset is selected, you can press ‘g’ to enter translate mode, then press ‘x’ to move the asset along the X axis, or ‘z’ to move the asset along the Z axis.  Other than the THREE.js orbit controls, that’s it so far.

The list of things to do is too large to even start it here, so I won’t bother.  Once I can load a scene in the world editor, save it, then load it in the game I will feel like it’s a real tool, so that’s my focus for now.  When that very basic functionality is working, I’ll start adding features to the editor and hopefully see some real progress in the game world at that point.

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