The latest version of the XNA Gizmo is now available on Codeplex! You can download it here.
Since my last announcement I have added many features (including all those I mentioned in my previous post) and it should be ready to use in your own editor. I supplied a small framework to show the Gizmo at work. I have tried to make the implementation to your own engine/editor to be as painless as possible, however it can always be easier...(if I knew what all of your engines/editors would look like :) )
I still haven't made a video to showcase all of the new features, but it should be available soon...
Download Link
Thursday, 24 February 2011
Saturday, 12 February 2011
Gizmo Roadmap & Engine Revamp
First off, there have been several updates for the Gizmo since the last announcement. You can download them on the Source Code-tab on Codeplex.
Most (features and code) has already been implemented by now, however there are still some nice features on the horizon. This includes:
- Grid & Rotation snapping.
- Multi-layer selection. (or click-through selection)
- Reset transform.
- Added support for multi-selection.
- Precision Mode.
Some of these were already part of the old gizmo, and others were already implemented in the internal version of the Gizmo I used in my own editor a while ago. So it shouldn't take long to implement any of these in the revamped public release...Stay tuned for updates!
Next, a quick notification on the Core Engine roadmap. Since there is currently no game in development I can make breaking changes without ramifications. This is something I often do when there are no games actively developed with the Engine. This time it's a pretty huge revamp of the complete engine-structure. So far I have deleted over 110 classes to make room for a new and improved structure including a much better GameState management system that is first on the list.
Not all code is deleted though, I will be using a lot of the old code for new components and managers, deleting them for now makes the re-design a lot quicker and efficient (preventing 100's of errors)
In addition to the new structure I'd like to design components in such a way that it's easier to create external projects for open-source initiatives such as sgMotion & GizmoComponent. If I can just copy/paste my own component to one of the open-source projects, it will be a lot easier to update and maintain. The Gizmo is a good project to fine-tune just that.
A new video should be up soon, once the Gizmo is out of Beta.
Tuesday, 8 February 2011
Gizmo Beta Released!
It's finally here...well kinda. It's still in Beta, but a lot of its functionality is working and now you can try it out for yourself on CodePlex.
There are some known issues (including local-space transformations not working as intended) but I really wanted to let you guys try it and see what you think of it.
The component has been re-built from the ground-up to eliminate all of the old issues and improve readability and flexiblity of this new revamped component. Feedback and suggestions are welcome, you can post it in the comments or leave a message on Codeplex instead.
I'll leave you with just this image and a download link for now, a video will follow once I have a fully stable build.
Since I'm finally using SVN, you can directly follow my updates on the Source Code tab of codeplex.
Saturday, 5 February 2011
GSM & Gizmo Update
Still no release available for the Gizmo project. However, with the Translation mode pretty much complete and the Rotation well under-way it's getting closer.
I finally created an SVN-host. This means the next Gizmo release will use it as well, so you should keep a sharp-eye on the Source Code tab of the project page.
Among other things I completely re-designed the GameState management of the engine. the previous GSM had faded over time in flexibility and support due to heavy changes in overall engine structure. This new system should increase readability, flexibility and performance. The Gizmo will use a small portion of the GSM. As it will be flexible, you can easily change the components to fit in your own framework without having to use mine.
The (normally invisible) collision hull of the Rotation-mode. Mesh vs. Ray will determine the selected axis.
The already complete Translation-mode. As seen in the previous video.
Monday, 31 January 2011
Gizmo Update (no release yet)
I have been working on a completely new Gizmo. The old one did what it has to do, but it lacked feedback for the user and didn't look very professional.
The new release, should be the (near) final iteration of the project. I still don't know exactly when it's going to be finished, but I've made a lot of progress today.
Currently, only the Translation part of the gizmo is in place. But like the previous version, rotation and scaling will be supported.
Friday, 7 January 2011
Updated 'Over Night' Trailer on Youtube
I've just finished updating the trailer of our previous project, 'Over Night'. It includes a new voice for Jake, the protagonist and higher quality in-game footage. The previous upload suffered greatly from compression artefacts. This issue has been resolved and the overall quality of the footage has been greatly improved.
For anyone wondering if this means the project is still on-going, I'm afraid I'll have to disappoint you. I've updated the trailer so I can include it in my Portfolio. More on that later...
Friday, 31 December 2010
Due Update
It's been a while since my last update. After a tiring 26 and a half hours of continuous work to make the deadline, I needed some time off from XNA. I got started again earlier this week though and I have a few teaser screenshots to show you guys.
The placeholder shells colliding with the environment.
The new shell models. (By Bo our 3D Artist)
Transparency/cube-map test for scope on Assault Rifle. (using Arbitrary model)
Dummies, a much easier way to align muzzle flashes and shell positions with the weapons.

The new (WIP) Gizmo. The current release on Codeplex is pretty outdated feature-wise. An updated release should be up soon (no ETA available yet)
Other upcoming tasks include, motion-blur on the shells, depth of field on the weapons and a proper muzzle flash among other cool stuff...
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