First week of the level editor
These features went into the Glow engine editor over the last week. Until now all level geometry was built in 3ds Max and imported into the engine. That is an inconvenient way to edit a game level, and an expensive one, so I started on an editor of my own.
After a week it can do this. Meshes can be dragged and dropped in from Explorer (OBJ format for now, more formats later). A simple asset manager runs as a job in a parallel thread, so parsing 3D meshes doesn’t block the UI.
