New Editor – 2 Days Progress

So we all hate manually ajusting positions and such. “Ohh it should be 0.1 to the right, ohh well, better recompile…. Hmm no actually 0.05” and so on… So I decided I wanted to make an editor, or start.

Now I had a great problem, which was the fact that my project was built under the /MT option. This was mainly because the normally distributed Physx libraries were built under /MT too. But Qt was built under /MD, and if I recompile Qt under /MT there are certain bugs such as the designer not working ( They also document this ). So, what to do!? So theflamingskunk ( user here ) came to action and said: “But wait! There is a Physx MD ,here!”. I mean, cmon, what are the exact chances of this happening, first time I ever see this guy in chat ever ( Been off chat for a while though ), and he has the perfect solution, awesome!

So after building my project under /MD and reconfiguring ( Takes time, so many linker errors! Argh! ), I finally successfully linked to Qt. However I cant build under /MDd for some reason, not sure why… So no qt debug mode, but it hasnt stopped me, hehe. Screenshots!
Main Editor, where you place stuff and stuff. Currently suppots Assets ( A preconfigured mesh ) and Directional Lights.

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Now the asset editor works pretty well in my opinion. The first tab is the base per mesh options, such as material, and so on. However they can change with textures and such.
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The second tab is the resource tab, it allows for integrated types, such as normal speular, displacement maps bla bla bla. But also allows for custom textures currently, more to come though:
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So with this its easy to add new assets to the scene, go into the asset list and double click it and it spawns, then edit it: ( Asset list is on the far left middle tab )
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Now I also made some changes to my voxelization pass to allow wandering around without going outside the bonds of the voxel grid. So I move the voxel grid. However I had loads of artifacts which were HORRIBLE. So moving was not an option. Instead I rendered the voxelization from 0,0,0 and as culling and all of that is disabled, I simply check the position in the pixel shader, and “assume” that the voxel grid is there. No artifacts no nothing. The VERY red, not red, is outside of the voxel grid:

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Funny thing: I ended up calling the class that handles the asset configuration AssConfig, because I could.

That’s all folks! Just a summery of the early stages of the editor, so its still pretty rough…



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