Dynamic Prefabs #15

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opened 2022-04-13 15:28:16 -07:00 by xylemon · 1 comment
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Sometime during the next year or two we really should prioritize dynamic prefabs, a fair amount of The Wastes development time has been spent on changing minute details across hundreds of similar entity setups.

Of course some there's some major challenges right?

  1. How do you read and keep the old entity and brush/patchwork while selectively overriding certain fields?

  2. How or what will change across levels when the source prefab gets modified?

  3. How far should preview ability go? Of course we'd love it to be real time and perfect, but it may not work out that way.

Even HL has something similar nowadays with MESS, just further proof we should really get with the times.

Sometime during the next year or two we really should prioritize dynamic prefabs, a fair amount of The Wastes development time has been spent on changing minute details across hundreds of similar entity setups. Of course some there's some major challenges right? 1) How do you read and keep the old entity and brush/patchwork while selectively overriding certain fields? 2) How or what will change across levels when the source prefab gets modified? 3) How far should preview ability go? Of course we'd love it to be real time and perfect, but it may not work out that way. Even HL has something similar nowadays with MESS, just further proof we should really get with the times.
eukara was assigned by xylemon 2022-04-13 15:28:17 -07:00
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Never knew about this since I was mapping before Portal 2, but since 2011 it seems Valve has been using func_instance with sister entities that handle I/O and fields. This seems like the most optimal solution.

Never knew about this since I was mapping before Portal 2, but since 2011 it seems Valve has been using func_instance with sister entities that handle I/O and fields. This seems like the most optimal solution.
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Reference: tech/worldspawn#15
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