Hi, all Hope this question does not sound dumb. I'm planning to write a 3d level editor for an fps engine. I know there are already-made editors such as WorldCraft or QERadiant but I would like to write my own one. So in your opinion what's the best data structure to use inside an editor to store information about Brushes/Polyhedra? I thought about a list of planes (that are then compiled into a mini bsp) for every brush, but it sounds slow (because bsp must be recompiled when brush is moved/rotated/resized). Thank you in advance. -- DarkStalker ICQ: 65207037 --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html