I think one of the most important things in a game engine is the ability to create and modify the terrain with ease. For which the user must have access to:
- Different types of brushes (square, star, polygon, dots and more)
- Ability to also paint the ground vertically.
- Ability to rotate the brush to dig in the ground and create tunnels and caves.
- Ability to create rivers, lakes and other waterways to higher levels
- The function creates river with parameters to change direction and speed
(every river or lake should be treated as a single entity with its parameters)
- Ability to paint the ground with their texture without becoming crazy to change the default ones.
Another important thing is the ability to manage the entities included in a hierarchy and even layer. So the user can hide or delete or modify the entities included using layers and hierarchy. This function becomes very useful when inserting objects inside buildings.
at present insert objects inside buildings is really frustrating
Multiple selection of objects and ability to create a block of selected objects and save it as a new entity.
Insert a panel for fast and intuitive management of the weather.
- Snow zones
- Wind emitter
- Rain zones
- Volumetric fog
- Ground fog
Insert a panel for fast and intuitive management of particles, allowing the user to choose between different particles default
- Explosion
- Fire
- smoke
- dust
- atmospheric dust
optimization of load, save and test game
Now the timing is really too exaggerated
possibility to increase and decrease the size of the map.
for example - 1x1km - 2x2 km - 4x4km .......
forgive my english
The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wings3d, paint.net, torque3d.