It looked rather easy, and the more I thought about it the more I realized how useful and important it would be to know MaxScript. Not only for kyuplex but just in general too. I started learning it, and coming from such a strict language as C++ it is remarkably easy to use ! All those variables defined with no type feels loose, but I love it!
The more I learned the more I could see my level design pipeline from start to finish and so I decided to jump in. The power and flexibility it will grant to kyuplex will open a lot of doors to some kool levels : )
I've had great success with my first script! I was able to write an export function that parses all nodes in a 3ds scene and writes an XML file that irrlicht can parse and I can use to load entities directly into a level quickly and efficiently, with more data than just positions. It can take into account a whole host of data as well as user defined data per node : )
my first maxscript, an XML entity exporter |
the resulting xml file. Parsing this file with irrlicht is trivial and fast : ) |
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