Saturday, January 12, 2013

kxEditor WIP

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.


No comments:

Post a Comment