Summary
In this chapter we looked at heightmaps and how they allow us to import and export to other programs and engines. We touched upon world sizes and limitations commonly found in 3D engines. We then examined a brief for a hypothetical game, sketched out a map in preparation before finally creating a new GROME project file. In the next chapter, we'll look at how the interface is arranged and work through the toolset as we get to grips with the interface.
In the next chapter, we're going to look at the workspace and the all-important layer stack.