In this section, we will review some code that will implement the core components of our level editor. Unlike in previous chapters, we will not try to make this code runnable or testable. Instead, we will review the implementations to understand how we use the general idea of spatial partitioning to build a functional level editor for designers while optimizing the way we load levels at runtime.
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You're reading from Game Development Patterns with Unity 2021 - Second Edition
David Baron is a game developer with over 15 years of experience in the industry. He has worked for some well-known AAA, mobile, and indie game studios in Montreal, Canada. His skill set includes programming, design, and 3D art. As a programmer, he has worked on various games for various platforms, including virtual reality, mobile, and consoles.
Read more about David Baron
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David Baron is a game developer with over 15 years of experience in the industry. He has worked for some well-known AAA, mobile, and indie game studios in Montreal, Canada. His skill set includes programming, design, and 3D art. As a programmer, he has worked on various games for various platforms, including virtual reality, mobile, and consoles.
Read more about David Baron