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mapping:cawe:intro [2006-08-14 11:59]
Carsten fixed typos, some text enhancements
mapping:cawe:intro [2013-01-07 12:07] (current)
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 Modelling really complex surfaces can be difficult with brushes alone, especially if the surfaces should be curved, organic, or very big. Modelling really complex surfaces can be difficult with brushes alone, especially if the surfaces should be curved, organic, or very big.
-Ca3DE and CaWE therefore provide two additional basic elements that complement brushes:+Cafu and CaWE therefore provide two additional basic elements that complement brushes:
 //Bezier patches// are curved surfaces that you can imagine like bent or stamped metal plates. //Bezier patches// are curved surfaces that you can imagine like bent or stamped metal plates.
 They can be used to model pipes, curves, smooth archs, and many other organic objects. They can be used to model pipes, curves, smooth archs, and many other organic objects.
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 //​Entities//​ define and represent all other interesting things in a world, and they come in two flavours: //​Entities//​ define and represent all other interesting things in a world, and they come in two flavours:
  
-  * **Point-based entities** exist at a specific coordinate in space and be can be thought of as a reference point. Although these entities may refer to objects that actually have a volume, for example a monster, they are only treated as points in CaWE, and the Ca3D-Engine ​provides the volume later in the game. An example is a monster entity: In CaWE, it just represents the point where the monster will be, in Ca3DE, it will acutally be there.+  * **Point-based entities** exist at a specific coordinate in space and can be thought of as a reference point. Although these entities may refer to objects that actually have a volume, for example a monster, they are only treated as points in CaWE, and the Cafu engine ​provides the volume later in the game. An example is a monster entity: In CaWE, it just represents the point where the monster will be, in Cafu, it will acutally be there.
   * **Brush-based entities** are related to at least one brush or bezier patch and thus have a volume. Examples for brush based entities include doors and platforms, bodies of water, area triggers, etc.   * **Brush-based entities** are related to at least one brush or bezier patch and thus have a volume. Examples for brush based entities include doors and platforms, bodies of water, area triggers, etc.
  
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 Eventually you will populate your world with more entities that bring your creation to life. Eventually you will populate your world with more entities that bring your creation to life.
  
-The final step in making a world is compiling it so that it can be run with the Ca3D-Engine.+The final step in making a world is compiling it so that it can be run with the Cafu engine.
 This is a quite complex process that precomputes visibility, lighting and many other details. This is a quite complex process that precomputes visibility, lighting and many other details.
 However, CaWE has a great built-in facility to make the compilation process as easy as possible for you. However, CaWE has a great built-in facility to make the compilation process as easy as possible for you.
 The article [[mapping:​compiling_new]] has more information about how CaWE assists in compiling maps. The article [[mapping:​compiling_new]] has more information about how CaWE assists in compiling maps.
mapping/cawe/intro.1155549577.txt.gz ยท Last modified: 2013-01-07 12:07 (external edit)