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Scaffold Level Editor


Scaffold Level Editor

Most spatial algorithms in games, particularly raytracing and pathfinding, implicitly rely on the convex-hull property by partitioning complex scenes into a network of connected convex-volumes through a process called Convex Decomposition. The DOOM level editor allows for mostly arbitrary placement of walls, but then runs a special decomposition algorithm to break it down into explicit convex-regions called Binary Space Partitioning(BSP). For the grey “blockout” walls, I’m using the DynamicMesh object from the GeometryScripting extension (though I intend to replace them with instanced decoration kit meshes), and to create “real collision” trigger volumes for each cub I added a CubComponent subtype of PrimitiveComponent by referencing the implementation of ShapeComponent and BoxComponent.

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