Riftrunner Peek of the Week #17

The seventeenth installment of RPGVault’s “Peek of the Week” feature for the upcoming Divine Divinity sequel is now available. This time, Larian’s Steward Temmerman talks about the process for creating pre-rendered objects. A snippet:

The last step before the object is placed into the game is called cubing… That step literally sucks! Every object needs a cube and a bounding box to be able to place it properly into the game. Those cubes involve three red dots in three corners, which represent the height, the width and the depth of the object. It actually tells an editor where exactly parts of the same object intersect or meet. The bounding box is the line that (as the word is telling you) gives the complete size of the object. It contains both the complete graphic and the cube, which is is the thing that makes collision work (determining whether you can or can’t run into or over things). After the cubing process is done, I have to pass the object – together with its coordinates – to Ike (programmer for Riftrunner) for further implementation.

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