Work is continuing. Haven't posted this week because one, I had a busy week with other job, and two, most of the work done on kyuplex has been back-end setting up kxEditor. No good screens really yet.
So far I've got the editor to start up, load / save levels, and the ability to move around. Added also a toolbar. Spent a lot of time considering how to lay out the interface and interaction of the editor. Rather than write a bunch of new code for zoom, pan, orbit, etc. I'm using the code I've got to be most efficient. When gameState is equal to EGS_EDITOR the main game loop calls the already existing function ProcessPlayerMovement. I just modded this function to operate with no physics by setting the controlType to ECT_NO_PHYSICS.
This way, navigating through the level scenes in the editor is the same as in-game. Mostly the same. Why not? The goal is to make switching between edit mode and game mode seamless, so I feel like this is a step in the right direction.

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