So as I've mentioned a few times previously, I'm working on a scene editor. The goal of which is to make it easy to produce content for the many game ideas I have :)
So far progress is slow but steady, I'm being a bit of a perfectionist so large chunks of the code have been written at least twice, sometimes three times and there are still things I'm not happy with.
I'm currently working on importing Wavefront *.obj models. I know I've got a partial obj loader somewhere, I just need to find it, and integrate it. These are the goals for the first release:
1. Load and save irrlicht scene files
2. Create, manipulate, delete cubes, spheres, meshes, lights and terrains
3. Create, edit, delete and apply materials
4. Cut, copy and paste meshes
5. Manipulate the scene tree (make parent-child relationships etc.)
At that point the editor can be used to create landscapes. The following release will add:
6. Custom entity positioning
7. Advanced object properties (invisible, transparent, etc.)
8. Skyboxes
9. Octree based culling
And then some time later:
10. Python integration
11. More file formats
Delighted to see the continuous progress in the further scene editor. It's truly remarkable how technology is advancing to empower creators with more tools for expression. And speaking of progress, when it comes to academic pursuits, progress is equally vital. For students seeking to advance their studies, literature review help uk offers a trusted source of guidance. Just as scene editors enhance the storytelling experience, reliable academic assistance enhances your learning journey,
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