Tuesday, May 26, 2009

Generalized resource preview

I spent a bit of time and have abstracted the resource browser and the thumbnail creator to support any SceneObject instance. All that is required is that a SceneObjectFactory be created that can return the template names of that particular SceneObject type as well as a function that can generate a SceneObject from a template name. The rest is completely generic.

Here are particle systems working inside of the resource browser. Now that I have the standalone SceneObjects done, I'll have to support things such as materials that have a 3D representation [a plane with the material on it or sphere or whatever] but aren't directly objects themselves. This will be the second phase of the browser which I will get to later.

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Live particle system preview from Shawn Carroll on Vimeo.

I love you Ogre/Mogre

After getting home from work, I decided to add a live preview to the resource browser. This essentially lets you see a real-time rendering of the object that is being displayed. For particle systems, it will actually show you the particle systems working in real-time directly in the resource browser. This should allow you to find just the right effect quickly.

I'll be abstracting this into my generalized resource system that I had working in my old editor version so that I can plunk in particle systems to really show it off. Here's a sample video to watch. Pay attention to the knot right at the end. You can see the material rendering in real-time. Also, ignore the box that appears when I hover over objects, that's a work in progress :)

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Live resource preview from Shawn Carroll on Vimeo.

Sunday, May 24, 2009

Resource Browser

I've started work on the resource browser which will hopefully make it a lot easier to find and place resources inside of the editor. Eventually, this will feature usability features such as tagging, searching, collections, and sorting but for now, it's pretty basic. There is a button in the editor to trigger the building of the thumbnails but eventually this will either be done by the asset server or by some sort of caching mechanism. For now, this works fine for me. Once you generate the thumbnails, you don't have to do it again, they just load with the editor.

Currently, you can actually drag/drop each of the mesh resources into the viewport to have them appear which is a lot easier than creating an Entity scene object and then changing the mesh reference. This is a lot more visual and fits in with the "You need to be able to build a scene with the mouse" motto that I am going for with this editor.