Author Topic: [axe] GLib model editor (WIP)  (Read 1756 times)

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Offline ben_g

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[axe] GLib model editor (WIP)
« on: November 13, 2013, 04:39:47 pm »
About the poll:
The poll is to decide what would be the best graphical style. These are the screenshots:
'old' b&w graphics'new' grayscale graphics

Original post:

Hi,

As you might know, Themachine created a great axe library to make 3D things in axe.

While he is working on making his lib easyer to use, creating models with it is still rather inconvenient, as it requires you to fill in the raw point data. This is fine for a cube, but for anything more complex, it can help to have a more visual way of doing it.

That is why I started working on a simple model editor. For now, it can only add vertices and move them, but I plan on adding more funtionality as soon as more tutorials are available. The planned functionalities are connecting vertices by lines and polygons and exporting models <format not yet planned>. If you have suggestions for what to add, please post.

There isn't much more I can say about it yet, but I do have a screenshot of it in action:
« Last Edit: November 24, 2013, 04:37:14 pm by ben_g »
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Spoiler For inactive:
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Offline Matrefeytontias

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Re: [axe] GLib model editor (WIP)
« Reply #1 on: November 13, 2013, 04:49:20 pm »
Looks amazing :D It shows the power of GLib too, as this is very fast. Can't wait to see what you'll come at with it !

Offline Streetwalrus

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Re: [axe] GLib model editor (WIP)
« Reply #2 on: November 14, 2013, 05:21:00 am »
Yup, seems pretty cool. Interesting way of showing the depth of the crosshair too.
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Offline Sorunome

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Re: [axe] GLib model editor (WIP)
« Reply #3 on: November 14, 2013, 10:47:22 am »
wow, yeah, that is looking truley amazing! :D

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Offline TheMachine02

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Re: [axe] GLib model editor (WIP)
« Reply #4 on: November 14, 2013, 01:06:00 pm »
Yup look super cool  :P  One of the first prog created with Glib
* TheMachine02 is happy  :love:
« Last Edit: November 14, 2013, 01:07:30 pm by TheMachine02 »
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Offline ben_g

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Re: [axe] GLib model editor (WIP)
« Reply #5 on: November 24, 2013, 04:21:58 pm »
I haven't been able to work on this for a while because of some windows-related problems, but they are partially fixed now (windows still often crashes, causes random and quite heavy slowdowns, and there are still a few more problems) but at least wabbitemu works again, which means that I can work on this again.

There aren't really any new features yet, but I slightely changed the graphics of the vertex move mode. Now it greys out the unselected vertices and the cursor which makes the selected vertex more visible. However, it does slightely slow down the program.

Lines will be added soon, but I first want to know what would be the graphics: The current ones of the 'old' ones. I'll add a poll for that.
Here's a screenshot of the new graphics:
« Last Edit: November 24, 2013, 04:36:46 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Keoni29

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Re: [axe] GLib model editor (WIP)
« Reply #6 on: November 24, 2013, 04:55:44 pm »
Make the Arwing from Starfox!
« Last Edit: November 24, 2013, 04:55:58 pm by Keoni29 »
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Offline ben_g

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Re: [axe] GLib model editor (WIP)
« Reply #7 on: December 03, 2013, 04:37:50 pm »
It's a bit too early to do that, because it now only supports points.

I did add a new feature, though: it can now also delete points (I kinda forgot this).

Further, I have decided to release the source code for this program, in case someone wants to learn from it (attached to this post, compile with the latest version of GLIB and axe).

PS: It would be nice too see more votes in the poll, so I know on what I should base the line drawing interface. (which will require you to select two points and it'll add a line inbetween)
« Last Edit: December 03, 2013, 04:40:52 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Matrefeytontias

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Re: [axe] GLib model editor (WIP)
« Reply #8 on: December 03, 2013, 04:57:22 pm »
I don't think grey is that useful since the cursor is already on the selected vertex.

Offline ZippyDee

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Re: [axe] GLib model editor (WIP)
« Reply #9 on: December 04, 2013, 02:53:34 am »
What might be useful is to instead gray the cursor so that the point is more visible. Right now the cursor covers the point and makes it difficult to tell exactly where it is, especially at higher depths relative to the camera. If you had a way to gray out the cursor and draw the selected point over it in black then the point might be much easier to see.
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Offline ben_g

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Re: [axe] GLib model editor (WIP)
« Reply #10 on: December 04, 2013, 08:21:25 am »
What might be useful is to instead gray the cursor so that the point is more visible. Right now the cursor covers the point and makes it difficult to tell exactly where it is, especially at higher depths relative to the camera. If you had a way to gray out the cursor and draw the selected point over it in black then the point might be much easier to see.
graying out the cursor is done in the grayscale version, so do you want a combination of the two where the vertices stay black but the cursor is gray?

When I add line drawing or selecting multiple vertices, would you prefer the points to stay black and the selection being indicated by multiple gray cursors? Or add gray cursors to the selected points, maybe with the real cursor being black, or do you prefer to have it all in b&w?
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline ben_g

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Re: [axe] GLib model editor (WIP)
« Reply #11 on: December 05, 2013, 02:48:55 pm »
It's possible to draw lines now,  so I decided to attempt to create something with it:
Make the Arwing from Starfox!


btw: the arwing, while fully modelled, is still displayed at 25fps on 8MHz.
« Last Edit: December 05, 2013, 03:41:25 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline Matrefeytontias

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Re: [axe] GLib model editor (WIP)
« Reply #12 on: December 05, 2013, 03:40:18 pm »
Awesome :D sure shows how good both your program and GLib are :D

Offline Streetwalrus

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Re: [axe] GLib model editor (WIP)
« Reply #13 on: December 05, 2013, 03:57:54 pm »
Holy crap, this thing keeps being awesome. O.O Also 8MHz doesn't exist on our calcs. :P
send it

Offline Sorunome

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Re: [axe] GLib model editor (WIP)
« Reply #14 on: December 05, 2013, 04:39:02 pm »
wha, that is awesome O.O

And i guess you mean 6MHZ? :P

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