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As this is only a small news post i'll keep it to the profile only. my modeller is taking a break as his exams are coming up soon hence he needs his time for that. i'll look into one additional modeller once upon time. so far that's not that urgent as the engine needs some work anyways.

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As this is only a small news post i'll keep it to the profile only.

my modeller is taking a break as his exams are coming up soon hence he needs his time for that. i'll look into one additional modeller once upon time. so far that's not that urgent as the engine needs some work anyways. grogdon on the other hand is doing concepts and is taking some preparations to poke a bit into mapping. what he's cooking up we keep concealed at the moment, there has to be some surprises not? ;)

engine wise i'm busy reworking the render system for said large worlds. this is not a simple undertaking hence it takes some time. so far the basics are layed out for the huge worlds. it should be rather simple now to jump forward to the big thing. not sure if i can cook up some screenshots still in that year but we well see.

other part of the work went into the map editor. i introduced a polygon terrain object which most of you know as beeing part of brushes: a convex planar polygon. you can cut twist and turn this guy already. brushes will be added too in the future. i'm also transforming the old patch terrain object into something more like a height-map. took some inspiration from the unreal editor for that one. they have though some more flexibility as their unreal counterparts as i want to enable mappers to work more with terrain patches as they are simpler to work with than terrain polygons or terrain brushes. this all should be fully usable in the near future.

otherwise i'm still looking for a good skinner or texturer. it would help to drive this project a bit quicker ahead. until laterz.

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