FreeWorld Tutorial
By Alan Baylis 21/07/2003
The FreeWorld editor was made to help alleviate a problem that many face when
developing a game, at least for freelance/hobbyist game developers, which
is that in order to program your own spatial partitioning system such as BSP
trees, octrees and many other features you need to have world data to test
them with. The choices were often to use a pre-written tool to extract the
polygon data from an existing map format or write your own tool, unfortunately
most existing map formats are confusing and making your own tool can be a
challenge, especially if there is very little information available. For small
tests you can just calculate the data yourself but it can take a lot of time if
you want to test your program in a lot of different cases. The intention behind
FreeWorld was to create an editor that exports the simplest data format possible
so that writing your own world loader is made easier.
The editor is still under development, many changes to the program and
interface will be made in the coming months. It also needs a lot more error
checking and other niceties to be added to the program so you should save your
world to a brush file (discussed later) regularly and if you run into an error
message you can try ignoring the message and undo the last carve or add, if this
doesn't work then you will have to abort the program. Also note that a lot
of the following tutorial may have to change with the next updates or be
scrapped altogether.
When the editor starts you will be asked for the name of
a couple of data files, one is for a spline data file and the other is for a
static light data file, for now choose the default files for each and the editor
will begin. You will see that it has the standard three orthogonal windows and a
perspective window. You can open as many windows as you like by using the main
menu, though I haven't set a different camera for each perspective window, you
can press C to cycle through five cameras using a single perspective window for
now. If you find that the movement in the perspective window becomes slow then
minimize any unused orthogonal windows you have open or maximize the perspective
window.
Copyright © 1998 - 2010 Alan Baylis, All Rights Reserved