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» OpenGOO and Using Inkscape or Blender for Editing Maps/Levels
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Admin on Thứ Tư, 23 tháng 5, 2012
Building bridges in OpenGOO
You may remember that in the
first Humble Indie Bundle, World of Goo was
not open-sourced. Well, there is an active open source clone called
OpenGOO being developed. It uses OpenGL, Box2D and is GPLv3-licensed.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2126bH44a_AYMlYQUH2HYtpGlyxJf_VJiQoL2Lx8WDXuwyWzixklngaAenK-W-Vgwl8famRn0AbsZ5Fd7xwTDDAkByCODozLSx0c6eq5JL5PlRH-9JtFUc6QekE6uxTMaIo5KXDo87QSc/s400/wog.jpg) |
Basic layers of level creation in OpenGOO |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihb56VIX7qVadX0VOwehcEJc5uHGWoA5NgDixekfpECnyyeUo2jnEdlwj5g9JECXwAMo1FvQafOKZZzw0H5oQ0UXkZ4YFZAkSUyeuM-AbpH_sHCmn-fGcSoXg9N-18xTltrwWWEibTAIdM/s400/wooot.png) |
A Shotgun Debugger level viewed in Inkscape |
There are
instructions available for creating levels. Inkscape is used for that purpose, just like in
Shotgun Debugger! A method I would love to see being widely used in games that allow for user-generated content in general.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmz5KAkX8semHD6B8wo4nq4ITQkVfQ6aUYSNNhBqrvMbHljEIWS3zjizVa-CikWDCx0Eu867r4mKn7APMm8XXN0vdAi_UPr2szdUTq-M4waBBq1JzLZyy2-LCw11oMyuwBzErjS_vZrLqK/s400/stk.jpg) |
SuperTuxKart level editor (hint: it's Blender!) |
Speaking of not-re-inventing-wheels: the team behind SuperTuxKart recently posted
an article about using Blender as a level editor, rather than writing and maintaining an own content creation tool, which I highly recommend to all developers of 3D games with 'traditional' engines.
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