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One post tagged with "Primitives"

Primitive authoring, scaling, and runtime-safe conversion.

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Building PS1-Safe Levels from Editor Geometry

Polygon Engine started with a familiar idea: let the user build a level from visual objects in an editor. The PS1 immediately pushes back on that idea. A scaled cube in an editor is easy. A scaled cube that sorts correctly, clips correctly, collides correctly, and packages correctly for PS1 is a much bigger requirement.

This is why level authoring in Polygon Engine is split into two related paths: scene primitives and reusable Level Builder mesh assets.