Molds all the way down

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Added "entity molds" in Little Immersive Engine which are assets that contain elements to be used to populate entities. Then added a new element type that spawns entities using a defined mold asset. And after that made new molds with elements that spawn other molds.
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Some live boolean brushes would fit right in there with those, but maybe that's a bit of a leap on my part, really dunno. The "mold" name is great, because 'model' has too many interpretations and so does 'mesh'. Both have technical and more colloquial definitions. Then you can always call those objects, which makes it even worse for everyone involved 😛.

ken-ku