Posts Tagged ‘ToeTag’

glDrawFastAsHell

Tuesday, April 29th, 2008

I took some time off from my remix level to look at the ToeTag source again. The editor was getting a little choppy when the entire level is visible and I wanted to see what I could do to fix that.

The answer, it seems, is glDrawArrays. Holy crap! It takes some massaging of the data each frame to get it into contiguous arrays but, man, once it’s in there you can blast polygons to the video card. I can now work on my level with the whole thing visible. There are lots of places I can leverage glDrawArrays still so it will only get faster in the future.

Once I get as much as I can drawing through arrays, I’ll post a new version of ToeTag.

Very happy!

Quick Groups & Prefabs

Sunday, March 30th, 2008

I finished implementing Quick Groups today in ToeTag. It’s really interesting to me how I figure out the features that the editor needs simply by using it. I was constantly having to copy things like light fixtures or complicated wall structures and other things made of many brushes/entities. This sucked a lot because I had to reselect everything from scratch.

With ‘Quick Groups’, if you are diligent from the start of your map, you’ll be sitting pretty once you reach critical mass of detail. Every level designer knows what critical mass of detail is. That’s the point in the development of your map when you’ve established the visual theme and now you’re heading for the finish line. You’re working on gameplay and new areas but the visuals are more or less established. With ‘Quick Groups’ you’ll be able to copy complex brushes/entities from earlier in your map without a hassle. You select one brush/entity, hit CMD+OPTION+G and then all the other brushes/entities that are part of that quick group are selected.

It does smart things too. If you copy a group of brushes/entities that are part of a quick group, the new brushes/entities that are pasted into the map will be placed into a new quick group automatically so they will be selectable as a group as well.

Creating a quick group is easy as well. Select the brushes/entities that you want to be grouped together and hit CMD+G.

This is hugely powerful once you get the hang of it. And I’ll go even further and say that it’s more powerful than a prefab system. There, I said it.

Prefabs are a great idea in theory but when it comes to Quake levels you tend to customize things in every level. Your prefab library tends to morph to keep up with your current levels requirements. So you might as well use quick groups and work within the level itself.

And let’s face it - level designers like designing levels. They don’t want to use a bunch of stuff that someone else built. They want to build it themselves.

Sure, sometimes you need something standardized like a slipgate or a teleporter. If that’s the case, just open another map in ToeTag, copy and paste what you need. Prefabs be damned!