Releases
v.0.2
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Features
Load and draw FBX files by dragging them to the engine from anywhere in the Hard Drive
Load and apply DDS/PNG textures by dragging them to the engine from anywhere in the Hard Drive
Game Object structure, one for each loaded mesh. Inspector shows the following:
Each GameObject can have 4 components: Transform, Mesh, Material and Camera
Transform component that allows to translate, rotate and scale Game Objects, both with the inspector and guizmos
Mesh component:
Allows to show vertex normals, face normals of the geometry, OBB, and global AABB
Material component allows to change the color (with a color picker) and a toggle to show the checkers
Camera component:
User can modify the near plane, far plane and FOV
Game camera checkbox to enable or disable if the component is the rendering game camera
Meshes can be discarded using Frustum Culling, checkbox to enable or disable
User can add mesh (choose a primitive shape), material and camera (can't add more than one of each for each Game Object, like in Unity Engine)
Mesh and material component can be deleted pressing the cross icon
Toggle to enable and disable Game Object, it will not render and will appear slightly turned off in the hierarchy
Clicking the name allows the user to change it (press enter to save it and esc to cancel)
GameObjects can be picked from the world using the mouse
Resources and CFF
Models, meshes and textures are saved with our own format under Library folder
Scene can be serialized to a file that can be loaded
Upon start, all resources not managed inside Assets are generated in Library
Library folder regenerates from Assets + meta content
All resources use reference counting
Hierarchy:
User can fold and unfold the children of a parent
Multiple selection of Game Objects
Delete Game objects from the engine deletes them from the hierarchy
Move Game Object to change its parent
Right click Game Object allows to create a child with a primitive shape or empty
Console Window:
Show the geometry and texture loading process
Show the libraries initialization process
Special messages for errors and warnings (highlighted in red and yellow)
Button to clear the console.
Search option to look for messages
Play time:
User can user can Start / Pause / Stop / Step the simulation and recover its original state
2 timers show the real time since the engine started and the game time since the simulation started (play button)
Cameras:
There are 2 windows: one with editor view and another withe the game view
Game view is captured with a Game Object and can be changed
Each one has its own framebuffer and the user can visualize both at the same time
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