Level editor from CMU

I’ve just thrown an eye on your wiki.

Here are a few of my thoughts:

  • You expect people to order their assets by file type (3d models, textures, animations, sounds), whereas most people prefer sorting by topic or object (e.g. car1, red_tree, airport etc.). Storing files this way also makes relative paths way easier.
  • Somewhere on the wiki I saw mention of an animation egg, but usually you export each single animation to a separate egg file. So if you have 3 animations for a model, you’ll get 4 egg files (1 model + 3 anims).
  • The editor allows many different assets like sounds and it can even change the background color. It would be nice if you could fully disable such features on demand, so that nothing gets mixed with other way set up AudioManagers, camera handlers etc.
  • You support collision solids. Any chance to also get ODE solids? Also how about attaching that collision geometry to joints?
  • How are layers managed inside panda?
  • Models have multiple attributes which define how they look like using the shader generator. Those are Diffuse RGB, Spec RGB, Shininess and probably also Glow RGB. Can’t really tell all, sorry. I’m using a few sliders in panda for setting those material attributes and then either calculating back into the modelling tool values, so that you have the right settings next time you export the model, or applying on the egg file directly.
  • I’ve noticed that you provide screenshots of models in the library. Are those generated on the fly?
  • What about LOD settings? Any chance to implement that?
  • For selecting colors you’d probably be better off using the wxWidget for picking colors than using 3 sliders.
  • I saw an option for placing models on the ground plane. Is this done by physically simulating falling? (A common technique in 3d modelling suites). If so, does it work with all collision setups or only with the ground plane?

Sorry that I don’t look into the code and get a few answers myself, but I’m really out of time these weeks.

Keep up the fantastic work.

Cheers
Neme