Phoenixan wrote:Yeah, that's actually a great trick to exploit in Garry's Mod, though when he dies, you actually get a "non existent actor" error popping up in your console.
The 3D skybox tech is a great thing to exploit too.
How so?
@PluMGMK:
7:25, Programmers don't design levels. XD
What would actually happen is if the engine is "open" (meaning they don't have to confine a sector of the level for playability, you can play anywhere) which this engine is, then you could go on and on forever. You become invisible if Rayman doesn't have any brushes behind him. In every engine there's at least two kinds of building blocks: Brushes and Entities. Brushes are the basic static terrain and modeled objects, and Entities are anything that does something (like Rayman or an enemy or a switch or a boss). Like in Rayman Designer if your'e translating to 2D terms... Mapper = brushes, Events Editor = Entities.
IN this case, I like the way Ubisoft builds their engines.

I think you have to compile the Rayman 3 engine into a level each time you edit, but I'm not sure. The Raving Rabbids engine was actually really well built. IT had the same idea as Crysis, where you can build and edit things in real-time.