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Left 2 Do


Josh

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Here's my list, as it stands today:

  • Lua Interpreter project for iOS and Android (iOS is done, Aria is working on Android)
  • Improve flowgraph visual style (will finish today, probably)
  • Documentation (Chris is filling out the syntax, then I will go in and write descriptions)
  • Brush rendering batches (to make editor rendering faster)
  • Brush collapse on load (in engine only)
  • Undo system

  • Upvote 9
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If you have brush rendering batches in Editor, does it mean the engine does not have them, i.e. does the engine not have dynamic brush commands, like LE 1.0 did? It had commands like SliceBrush(brush,plane,newbrush1,newbrush2).

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I was hoping it could help with destructible physics objects, but maybe it can be done manually also, like Paul did with his wood logs.

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Josh mentioned wanting to use states. However, I can see how that can grow to a high RAM usage fast. I use something similar to the command pattern too usually.

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I was hoping it could help with destructible physics objects, but maybe it can be done manually also, like Paul did with his wood logs.

 

Can you post or msg me this example pelase?

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