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Team Members

Description

A programed & a designer of the successful team NoNameBros, have created an astonishing engine that will blow your mind. NoNameEngine will help programmers developing games as famous as "Split Duty".

Engine Features

Frustum

  • Frustum added. The frustum movement works well, however the rotation of the frustum gives problems, so we do not recommend rotating the frsutum.

Mouse picking

  • Mouse picking system added, which allows to select entities and acces their inspector information

Bounding boxes

  • Now all models have a visual bounding box which allows the user to see the transformation of the models. Right now the bounding boxes don't update, we are working on it.

Camera Controls

  • Orientation:
    • Mouse: Move + L-Click
    • Trackpad: Scroll vertically / horizontally
    • Wheel: Scroll vertically + L-Shift (Z axis)
  • Zoom:
    • Mouse: L-Shift + L-Click + Move Vertically
    • Trackpad: L-Shift + Scroll vertically
    • Mouse Wheel: Scroll vertically
  • Movement
    • W: Move Front
    • S: Move Back
    • A: Move Left
    • D: Move Right
    • L-Click + W: Move Forwards Cam Axis
    • L-Click + S: Move Backwards Cam Axis
    • L-Shift + W: Move Upwards
    • L-Shift + S: Move Downwards
  • Speed Up
    • L-Alt: speed x2

Save & Load

  • Project:
    • Save & Load the whole project using JSON, including preferences
    • Save/Load Shortcuts:
      • Ctrl + S: Save
      • Ctrl + L: Load
    • Locate: File -> Save File / Load File
  • Preferences:
    • Saves & Loads a preset of the preferences selected on the configuration window
    • Locate: File -> Configuration -> Options
    • In the "Options" menu, there is a "Default" option which resets your preferences to the default ones

Load Models & Textures

  • Any model/image extension supported (in code)
  • Own binary file format
  • Drag & Drop feature:
    • Models:
      • Supports FBX for now (will be extended on the future)
    • Textures:
      • Supports any kind of image extension
      • Only for Model3D shapes, not Primitives yet
      • Select, from the Hierarchy, the Model3D, then Drag & Drop a file on the screen

Model Creation

Important: "Shape3D" class is the equivalent of "GameObject" class

  • Primitives:
    • Locate: Create -> Primitives
    • Cube, Pyramid, Line, Cylinder, Sphere, Plane
  • Test:
    • Locate: Create -> Test
    • Baker House, Warrior, Cube
  • Delete Models:
    • Delete Model:
      • Locate: Edit -> Delete Model
      • Shortcut: Supr
      • Select the model from the hierarchy
    • Delete All Models:
      • Locate: Edit -> Delete All Models
      • Shortcut: Shift + Supr

View Options

  • Modify the information the Engine shows
  • Geometry:
    • Modify how geometry is seen
    • Locate: View -> Geometry
      • Edges: Shows the edges of the selected shape
      • Normals: Shows the normals of the selected shape
      • Solid: Shows the solid plane that defines the selected shape

Hierarchy

  • View all the shapes in the stage
  • Select a model to display in Inspector
  • Right Click to create Shape3D
  • Drag & Drop to child / unchild Shapes3D

Inspector

  • Shape name
  • Transpose info (Position, Rotation, Scale) modificable
  • Shape type
    • In case it has specific variables, show them
  • Mesh info
  • Texture Info

Assets

  • Navigator for assets
  • Interact to import fbx or textures

Future Implementation:

  • Ingame Timer Management
  • Camera component
  • Ray cast debug and bounding box for all Shapes3D