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@francesctr4 francesctr4 released this 09 Dec 16:57
· 36 commits to main since this release

v0.2 - Engine Editor

Engine Editor

  • The ‘Street Environment’ scene is automatically loaded at the start.
  • The user is be able to use the inspector to modify a GameObject:
    • Hierarchy: delete, reparent, create empty and create children.
    • Transform: translate, rotate and scale GameObjects.
    • Camera is a component with settings that can be modified.
  • GameObjects can be picked from the world using the mouse.
  • All meshes use a bounding volume (AABB) and can be discarded using Frustum Culling.
  • Models, meshes and textures are saved to Ymir Engine format under “Library” folder.
  • Scene is serialized to a file that can be loaded.
  • The user can Start / Pause / Stop the simulation and recover its original state.
  • The editor has 2 windows:
    • One with the scene (Editor view).
    • Another one captured from a GameObject with a camera component (Main Game Camera).
    • Each one has its own framebuffer and the user can visualize both at the same time.
  • Resource Management:
    • Assets Window that shows all user assets.
    • The user can drop/import new files. Assets window reacts properly.
    • On first use, the temporal folder Library is created and meta files are generated for each new imported asset.
    • Library can be regenerated if deleted.
    • The imported assets are saved in Library folder with Ymir Engine custom file format.

Additional functionality (Cool features!)

  • There is a space skybox by default. In the folder Assets/Skybox there is more skybox textures in case you want to test several environments.
  • The Assets and Library Windows have some files highlighted on blue, you can interact with them to read the contents inside the engine.
  • When you select a GameObject, the shader makes an orange highlight to the mesh.
  • There is an option in Inspector -> Mesh Component to turn on/off the Normal Map of the selected Mesh (done by shader).
  • The Gizmo has been implemented and can be used to manage GameObjects' transformations.
  • The shaders now can be loaded using a single file instead of separating Vertex Shader and Fragment Shader.
  • Added Node Editor for future material editing with shaders.

Information about the engine and instructions available in the README.md file, inside the zip.