My work on the Duality Editor continues. Not very exciting stuff, though. Here’s a screenshot anyway. Object Selection is now pretty much finished, along with some related editor framework drafts.
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I recently paid someone 15 bucks to steal half of my free time. Doesn’t sound good? Well, then you probably shouldn’t buy Minecraft.
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To provide visual object interaction in the editor environment, there needs to be some way to determine which object is located at a specific pixel coordinate in the actual CamView. The two most obvious approaches are Picking and (physics / collision driven) Raycasting. As the latter one requires a working collision detection system which is tightly connected to a lot of design descisions I haven’t made yet, I’ve implemented Picking for now.
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Working with the Duality Editor is always project-related. Instead of opening a lot of independent files and editing them isolated, a game project is opened as whole; basically like opening a project file in Visual Studio, except that there’s no project file for Duality. Instead, you’ll open a projects folder which then will be scanned for relevant files.
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I’m back. I’ve finished my exams and some of my free time returned. Not all of it though, because of my work at Deck13 where I show up a little more often than my contract requires me to. After all, it is a fulfilling kind of work and it’s always nice to be slightly ahead of schedule than slightly behind.