I've banged my XNA-based level editor into shape with the new SharpDX-based graphics engine, and now have prop manipulation implemented!
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On the bottom there are two differently scaled copies of the same rock prop, and the (incredibly low-detail) rock bridge is another stand-in prop. (It will still be in later, I just exported it from Blender as soon as it had a basic shape and texture coordinates. I'm continuing to refiine it and create a proper texture for the mesh) You can see the debug views of the deferred rendering targets across the top. A rough cut of my ink-style outline shader is in use as well, though it could use some blur passes and tweaks to really be more what I was intending.
I've wanted to get this functionality in place ever since I first watched someone demoing the Hero Engine level editor a few years ago and realized how varied you can make a scene just by rotating and scaling a handful of props.
Someday soon I'll get the rest of my editor buttons in place :)
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