Results 1 to 10 of 12

Thread: Castle Game Engine 6.0 released

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Really good work.

    I must take an in-deep look yet so may be I change my opinion but I should tell you that I don't liked the way to build "maps". I mean, I find building scenarios for games with Blender hard. Unfortunately I'm pretty busy right now but I was wondering if I can create a "3D Construction Kit" style map editor compatible with Castle Engine and even planned how to do it with the previous version.
    No signature provided yet.

  2. #2
    Quote Originally Posted by Ñuño Martínez View Post
    I mean, I find building scenarios for games with Blender hard. Unfortunately I'm pretty busy right now but I was wondering if I can create a "3D Construction Kit" style map editor compatible with Castle Engine and even planned how to do it with the previous version.
    You can use *any* 3D modeling software to create 3D meshes Blender is only one of the modeling tools supported. We support many standard formats for 3D and 2D data (reading and writing), like X3D, VRML, Collada, OBJ... So in practice you can use any software that can export to any of our formats. See e.g. https://castle-engine.sourceforge.io...ata_export.php where we show also how to export from 3ds Max or Maya.

    Also, you can create your own editor on top of the engine classes, definitely. You can build and modify our scene graph (the graph of X3D nodes) at runtime, and create a 3D editor, where you can edit existing models or build new ones.

  3. #3
    PGD Staff / News Reporter phibermon's Avatar
    Join Date
    Sep 2009
    Location
    England
    Posts
    524
    I'm taking steps to support castle X3D files and later on direct interaction with the castle scene graph inside my editing tools - I've got a lot of work on so I can't give a timeline yet - but I'll be keeping Michalis apprised of my progress.

    I agree that a good editor would be a great addition to castle at this stage - it would speed up prototyping and allow people to scale their ideas/scenes rapidly - castle can handle *a lot* more than even its most impressive examples/demos give it credit for and good content creation tools make a world of difference - providing you have the art resources to call upon that is
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  4. #4
    Quote Originally Posted by phibermon View Post
    I'm taking steps to support castle X3D files and later on direct interaction with the castle scene graph inside my editing tools - I've got a lot of work on so I can't give a timeline yet - but I'll be keeping Michalis apprised of my progress.

    I agree that a good editor would be a great addition to castle at this stage - it would speed up prototyping and allow people to scale their ideas/scenes rapidly - castle can handle *a lot* more than even its most impressive examples/demos give it credit for and good content creation tools make a world of difference - providing you have the art resources to call upon that is
    I admit I'm very excited about that Please write when you anything to show, I would love to see it

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •