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» OpenGOO and Using Inkscape or Blender for Editing Maps/Levels
Posted by
Onote on Wednesday, May 23, 2012
Building bridges in OpenGOO
You may remember that in the
first Humble Indie Bundle, World of Goo was
not open-sourced. Well, there is an active open source clone called
OpenGOO being developed. It uses OpenGL, Box2D and is GPLv3-licensed.
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Basic layers of level creation in OpenGOO |
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A Shotgun Debugger level viewed in Inkscape |
There are
instructions available for creating levels. Inkscape is used for that purpose, just like in
Shotgun Debugger! A method I would love to see being widely used in games that allow for user-generated content in general.
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SuperTuxKart level editor (hint: it's Blender!) |
Speaking of not-re-inventing-wheels: the team behind SuperTuxKart recently posted
an article about using Blender as a level editor, rather than writing and maintaining an own content creation tool, which I highly recommend to all developers of 3D games with 'traditional' engines.
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