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My development workflow
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[quote][b]j9907[/b] wrote: Back when I was working on my project I devised this workflow. It is efficient and is ideal for a large-scale project like mine was: 1. Split each level into sections. For instance, if you have a house with 5 rooms, have each part separate from each other as separate meshes (bathroom as one mesh, bedroom as another, etc..). This also speeds up the lightmapping process, assuming you are using CC's built-in lightmapper (I do). Then just import each section individually (make sure each mesh is lightmapped in it's own CCB file) and voila! Obviously make sure the scale and position values are the same... 2. Have each section in it's own folder node. This allows you to dynamically disable all of the scene nodes in each section when you aren't in those areas. It helps performance! 3. Each level should be in it's own CCB file! I've heard numerous stories about projects corrupting when you use a single CCB for everything. It's also quite messy and it's slow to load when you have everything in the same file... 4. This is a common practice for development: Have a central directory for all of the assets. Mine is located in a folder on the C drive and all of the stuff (sounds, models, level geometry) are all in their own directories. Don't have all of the files for your project spread across various folders (the songs in My Music, the assets in My Documents, etc..) since this makes it hard to reconstruct your environment if, God forbid, you have to format your drive! You would have to copy the files in all the same directories, whereas if you used a central folder in the beginning, you only have to copy the whole folder to the C drive root! :) Much better and easier... It's only logical to do this... 5. Optional: I use cloud storage for my project. I use the sync client so whenever I save a file, it mirrors the changes to my cloud drive. I can also step through older backups of each file if I want to... That's all I want to say! I'm sure you will all agree this is a logical way to work with this engine. Well, I hope this helps guys..[/quote]
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