• Putting together map creation tools
    2 replies, posted
I simply provide a tool which builds an AssetBundle with any given scene.. wraps it with some information of my own, then packs it all into a single file. To load, I open up the file, read my data, extract the AssetBundle for Unity, and it's good to go. https://streamable.com/5t2mr My "compiler" only cares about a single AssetBundle, and because Unity handles the packing of entire scenes into AssetBundles, mappers aren't forced to use SabreCSG or anything in particular, they just have to create a scene then hit the build button. The level editing tool you see in this video is SabreCSG Before, my movement code was literally a 1:1 port from the source sdk source code. It was a giant cluster-fuck, really hard to read and maintain. I needed a way for mappers to test their creations quickly and easily, so I took this opportunity to clean up the code and create a character controller component for mappers to drop in and test their creations. https://streamable.com/2kdj5 Because map creation needs to be done outside of the Fragsurf project, my map bundling/loading and new movement code is compiled into a dll which can be used anywhere. People could even steal it and use it for their own projects. Now I just need to convince one of my mapper friends to create a cool map
I've seen previous versions of fragsurf and although you day the movement code is more readable and efficient now, it does look worse to me for some reason. I guess the speed feels to linear?
Hmm. I think what you're seeing is the capsule collider hitting the corner of the steps, they're slightly too tall to bhop up cleanly Either that or the shitty lerp, it's a bit jittery
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