#3D-Map Creation Basics Questions

5 messages · Page 1 of 1 (latest)

odd raven
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For 2D-Games there are many Tools for creating Worlds like Tiled.
How would someone do this in 3D?
Create the whole Map as one Mesh in Blender and then export-import it to Raylib?
What if i want to add, for example, a Door with an opening animation? If i separate the Door as an own Mesh, how do i know where to place it correctly without hundreds of try and errors?
Game Engines like Godot have the advantage that its easier to design the Maps and how it should look like in the finale Product, how does someone doe this with only a framework?

I am very curios how People are pulling off crazy Stuff with just the Code Editor. Maybe its just skill-issue since i only used Blender's Game Engine back in the days, UPBGE, a bit Unreal & Unity and Godot. I understand, doing something like Minecraft is not that hard since the World is procedural generated but what about doing something like getting over it where the map has to be planned?

viral lynx
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Engine and editor are different things. When people mention Unity, Godot, UE they are usually confusing the engine with the editor and maybe the scripting API.

So what you do when all you have is a framework is, you make your own editor with it. And don't try to make something just like Unity or Godot, do something that is exactly geared towards and limited to the needs of the game you are working on. They have to solve as many cases as possible, you don't. You know the game you will be making and limiting yourself and your editor to what you need is a great advantage.

You don't have to have a generic model that you attach a "door" script to which is customizable via variables exposed through an "inspector". You can "hardcode" many objects your game uses and then just place them in the world via a simple editor.

coral light
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Making your map a s single mesh is a bad idea. You won't be able to cull or colide easaly.

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there is a lot more variation in how 3d maps are defined compared to 2d maps, so there are not really any generic editors

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you could build the map in blender as many objects then make your own GLTF reader that extracted the objects and meta data