Radiant, even though i quit call of duty modding, its still my favourite level editor. I will definitely use this game engine. Question, i havent checked yet since its been only a few minutes that i learnt about this new engine, but i am guessing, it also supports online multiplayer?!@@Leadwerks
Curious, do you have self-contained animation systems for components? Like, if you look at Unreal you have ActorSequencer-- which allows you to put component animations (like sliding doors) only on the Actor... which makes animating components (like doors, again) more modular and just droppable into levels without having to edit them per level? Often, people use Level Sequencer in UE for platform/level animations, but then that limits those things to THAT level, and they have to recreate the animation per level.... which is not optimal. Self-contained Animation Sequencers are much better for porting objects across levels, etv.
In many ways similar to Leadwerks engine only better. I hope you have a cool terrain system just as Leadwerks does...one of the best in the industry I have found....
I have been waiting for years for a game engine to have the level editor similar to Radiant! Thank god we got one.
This reminds me of source engine’s hammer editor. Very nice
UX wise seems very similar to GtkRadiant, which is a good thing
Hammer, Radiant, Trenchbroom, and even some aspects of Unity helped inspire the design
Radiant, even though i quit call of duty modding, its still my favourite level editor. I will definitely use this game engine. Question, i havent checked yet since its been only a few minutes that i learnt about this new engine, but i am guessing, it also supports online multiplayer?!@@Leadwerks
it will be great under linux
Curious, do you have self-contained animation systems for components? Like, if you look at Unreal you have ActorSequencer-- which allows you to put component animations (like sliding doors) only on the Actor... which makes animating components (like doors, again) more modular and just droppable into levels without having to edit them per level? Often, people use Level Sequencer in UE for platform/level animations, but then that limits those things to THAT level, and they have to recreate the animation per level.... which is not optimal. Self-contained Animation Sequencers are much better for porting objects across levels, etv.
In many ways similar to Leadwerks engine only better. I hope you have a cool terrain system just as Leadwerks does...one of the best in the industry I have found....
Another video will show the terrain system. It supports 256 material layers. ;)
Interesting. Carving was notoriously buggy in source hammer.
Did carving and workload to the compiling process?
I don't understand the question. XD
@@Leadwerks I think he's talking about the valve hammer editor.