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The Swörd - June 2010

Progress on The Swörd

While I haven't worked extensively on The Swörd (meaning the world building tools), I have extracted the purely gameplay related stuff and made The Swörd itself into a stand-alone tool. My main motivation for doing this (as the downside is that it lengthens the turnaround between editing and playtesting a level) is that the tesselation issues and options were getting in the way of actual game creation.

As things stand right now there are lots of separate tesselations available, unique "world builders" I guess you could call them, that all build the same output formats, namely meshes sorted by shader. This stuff now gets written to .cache files which separate game applications can use as assets.

This way issues of "finding the best tesselation solution" are completely separate from any game I decided to use The Swörd to build levels for, and any ickyness related to such is SOLELY a part of The Swörd as an editor. Games will still re-use lots of the model side of The Swörd, as the collision detection features built into the brushes are a major part of this choice of technology.

To date I've done some tests but haven't yet committed to making a game that uses The Swörd as a world builder.

Uses of the PixelMesh

I'm currently working on a new project which for the first time involves a "real" artist, and we are using PixelMesh as our animation platform to great effect. More information on this game will be available as soon as it nears completion (which I'm estimating to be sometime this year).

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