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Tools and Stuff


Josh

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The script editor and Lua implementation is very close to being a usable programming environment. You can actually see the pointers to the C++ objects you create, and step through code. It's still missing features, but the parts I was worried about are working.

 

I am adding Lua commands like crazy, and it's easy to keep track of them because they all reside in one header file. The function overloading is great, as you can see in my example here, where I use a single float value to set the ambient light color. There's also a new Camera::SetFOV command.

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I also fired up the editor for the first time in a couple weeks, and it immediately struck me that there should be single texture, shader, model, etc. editors, instead of creating a new one in a window every time an asset is opened. That and I want to make the interface more like 3D World Studio are the two things I will be working on in the editor. I'm nearly ready to start writing the scene editor. That's not an area of new research, so it will go a lot faster. It's just a lot of work and careful planning, but no more crazy unknown parts that I'm not sure will actually work.

 

All in all, the tools I am using now give me complete control to give you the best experience possible, and I am really happy with Leadwerks Engine 3 so far! :)

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Would be cool when importing assets, if we could set its scale to a fixed size say 1m high, then scale to our desired size before converting to gmf, like a character we just can scale it to 1.8 etc.

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Would be cool when importing assets, if we could set its scale to a fixed size say 1m high, then scale to our desired size before converting to gmf, like a character we just can scale it to 1.8 etc.

Yeah, that is in the design spec.

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It would also be cool if the models can be moved/rotated/scaled in a user chosen coordinate system, such as: grid |object | parent | screen | pick

And snapping would be a great addition :-)

Great news re: progress, looks v good

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