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playing Beyond Good & Evil on the steam deck, thinking how useless modular meshes would be to make something like this

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Been modelling rooms like this for prototype levels to get a feel for it and it's been very freeing. (This and baked lightmaps rather than realtime / voxelGI) Do you know any good resources on modelling levels in this way? Hard to find through all the modular kit stuff

TrenchBroom is a dedicated brush-based level editor for a large swathe of games that use CSG/brush-based levels, and can also be used to export to a generic map format for custom engines or, through FuncGodot, to create maps for Godot games.

I think this is a significant component of when a new action adventure release “feels mid-2000s/PS2-ish” to me. More so than the specific fidelity of the graphics (though it is also sometimes just “there’s cliffs and distance fog and creeper-covered ruins”)

Yeah the whole "soup of game objects" idea of levels that commodity game engines implement (Unity, Unreal, Godot, etc) really eclipsed the more fit-to-purpose map editors that preceded them, but threw out a lot of good ideas in the process.

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They modelled out the environments within the editor they had developed and that even extended to editing character meshes etc.. The editor even allowed the developers to edit while the game was actively running. Really cool stuff.