1. What is world craft?
World craft is an easy-to-use and scalable game level editor. The editing process is highly integrated with the display of the engine, similar to the sandbox of cryengine.
2. What engine is used for the underlying display of world craft?
The qyengine used by world craft is also completely home brewed. Of course, the surrounding Code uses many third-party libraries.
3. which third-party libraries are used by qyengine and which are home brewed?
Qyengine uses ziplib, 7 zlib, tinyxml, freeimage, fcollada, Havok, physx, and boost: P to be removed. The editor uses wxWidgets for world craft. Others are home brewed.
4. Is qyengine transformed Based on Open Source engines?
No. qyengine is fully developed from the ground up. Although many ideas have been learned from other engines, it is not a method of plagiarism or renaming.
5. What are the features of world craft?
Wolrd craft features ease of use and scalability. In terms of ease of use, it is easy to get started with visual editing of unreal editor and cry sandbox, and various editing operations are extremely fast. In terms of ease of expansion, qyengine is designed to use a large number of interfaces and gradually evolve, so the design will become more reasonable and there will be no special restrictions on the gaming type, it is also easy for users to expand the editor and game content.
6. What functions have world craft implemented now?
Terrain editing is now the most complete module of world craft. Since World craft was made for [known as infinitely large] Terrain at the beginning, world craft is relative to other editors, there are many advantages in this aspect; the unlimited terrain work: 1. create a terrain of a certain size and cache the data to the hard disk. dynamic Loading of terrain blocks during runtime 3. dynamically Save the terrain block processed by the editor (very simple principle ...). The entire editing process is smooth, fast, and intuitive.
World craft draws on the wysiwyp (what you see is waht you play) system of cryengine sandbox, because another goal of world craft is to be easy to expand. Different game logic parts are compiled into different DLL files. World craft can load different DLL files. When the editor is running, you can [one-click test ], test the game in the editor.
The initial goal of world craft is to provide an editor for the mobile phone platform, especially for the iPhone. Therefore, the current version is mainly for the functions of the intersection of PC and iPhone. In the map manager of wolrd craft, there is a concept of resource compiler, which can automatically optimize game resources on the target platform. Currently, Mesh optimization for the iPhone has been implemented, such as slice generation, and map format optimization. All optimization work is automatically completed.
7. What will world craft do in the future?
World craft will continue to adhere to two simple principles: 1. ease of use 2. it is easy to expand. It will not be made into a powerful Editor, or it will become more in terms of graphics [times ]; instead, we will continue to provide the core editing functions-topographic editing and Optimization for mobile platforms. In addition, the import and export support for maps and models is also very important. For example, for common open-source engines such as ogre and Nebula device 3, you can create export formats.
8. What is world craft authorization?
If you are concerned about this issue... So I'm so happy... However, I have to say that this is a question that I cannot answer now. World craft is still very early and can now be used to create iPhone scenarios. However, no matter how the world craft develops, it will always be a free tool.