In my last post I mentioned briefly how all graphical objects in Granny Smith are made out of 2D polygons which are transformed into 3D at load time. It was never initially designed for the sometimes complex environments in the game, but we decided to stick to this method instead of involving a separate 3D modelling software. I think, at times real 3D objects could have come in handy, but overall the current workflow is preferable since it's much more efficient. There is no need to track separate files or assets - every level is totally self-contained. Because the 2D data is so small, we don't even use instancing, so there is no risk of trashing another level when altering objects. This is how a factor level looks in the editor. The most fundamental transform is a simple extrude, but we can also apply a chamfer or fillet in the process. This is used extensively, especially for round hills and other natural shapes in the game. This beveling is done by gradually shrink
A game technology blog with focus on physics. I'm the co-creator of mobile games Smash Hit, PinOut, Does not Commute, Granny Smith, Beyondium and Sprinkle. Twitter handle: @tuxedolabs