I have deliberately kept the first incarnation of the Easy Building Editor super simple as I wanted to avoid at all costs falling into the trap of recreating a 3D modeler in GameGuru. No sense re-inventing the wheel with so many excellent 3D creation tools out there. I'd rather put such surplus energy into better ways to import popular content! The primary purpose of the EBE is to originate large structures quickly and easily using custom textures and then producing fast rendering and collision geometry from the result. In the building trade, any large construction starts with a large flat foundation, followed by wood, bricks, steel and/or concrete in large flat slabs (for the most part). You then add the details such as door frames, windows, coving, gutters, roofs, drain pipes and a thousand other functional essentials to craft a working building, and that's before you decorate and furnish your house. It's highly likely you won't want to start modeling all these incidentals yourself one polygon at a time (that's why we like 3D artists so much) but I do see a need to associate pre-made incidentals to the basic structure, and this is something we can explore once the first version of the EBE is out the door. Even armed with nothing more than cubes, you can do a huge amount of construction that was not possible within GameGuru before, and by observing how this first version is used we can decide the best way to go about "first and second fix" in the process of designing a convincing building. It also means we can move swiftly onto A.I and get those pesky enemies running up the staircase to the roof, whereupon they will delight in lobbing grenades down at anyone who passes! I can only speak from personal experience, but the EBE is great fun to use right now and I find myself making buildings just for the hell of it.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM