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v0.2
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v0.2 - 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.
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