Some of you may know I was recently accepted as Intern Software Engineer at Trinigy, Germany. I arrived in Engingen (near Stuttgart) yesterday (on April 2nd) and I will start my internship tomorrow. It lasts 6-months which is quite extensive, but I expect to learn a lot from this experience.
I don't know what effect this will have on my personal (XNA)projects. I might be able to work on them whenever I have some spare time available. One of the projects is V-script which I recently talked about. I'm considering making it open-source, but have not made my decision yet. It all depends on the quality of the end-result. If you're interested in seeing the V-script (or 'Node-graph Framework') as open-source, leave your comment and let me know if you have any specific features you would be interested in... (I will publish a feature-list soon)
I was going to publish a video of the assignment I had to complete in order to get accepted, but I'm not sure if that is allowed. If I'm able to publish it, I will upload a video about it soon.
Sunday, 3 April 2011
Tuesday, 29 March 2011
SgMotion: Rig/Skeleton Visualizer
A couple of days ago I added a new feature to the SgMotion animation library.
It visualizes the animation skeleton to debug animation and rigging issues and helps finding bone/dummy names and indices more easily.
It visualizes the animation skeleton to debug animation and rigging issues and helps finding bone/dummy names and indices more easily.
You can grab the latest release for SgMotion over at codeplex.
An example of how to use this new feature is available inside the Sample project.
As an added bonus you can cycle through the skeleton to highlight bones and their children, watch the video to find out exactly what I mean.
Thursday, 10 March 2011
Visual Script 2.0
The above image contains the new (WIP) V-Script tool. It's much like the old script tool, working with Nodes similar to many other node-based frameworks out there. However, this new tool is build from the ground up and should end up with a much cleaner structure and higher flexibility. It will include Xbox 360 support, something that the old wasn't designed for.
As you can see above, I have most of the basics worked out. A cool feature that I added today is auto-alignment, this basically structures the connectors automatically and re-sizes the Node if necessary. The old system required you to manually place all connectors, which proved to be a pain for the more complex script-nodes that were added late in development.
One last thing you can see is the new menu inside the XNA Game Window. There aren't captured by Fraps, so you couldn't see them in my last video while it was already implemented back then. It's still only a small proof of concept, it's a context-based menu that changes depending on what you've selected and/or are working on (particles, scripts, object-placement etc.) note that the gray bottom-bar (that is currently empty) will include info about the editor and gizmo properties etc.
As you can see above, I have most of the basics worked out. A cool feature that I added today is auto-alignment, this basically structures the connectors automatically and re-sizes the Node if necessary. The old system required you to manually place all connectors, which proved to be a pain for the more complex script-nodes that were added late in development.
One last thing you can see is the new menu inside the XNA Game Window. There aren't captured by Fraps, so you couldn't see them in my last video while it was already implemented back then. It's still only a small proof of concept, it's a context-based menu that changes depending on what you've selected and/or are working on (particles, scripts, object-placement etc.) note that the gray bottom-bar (that is currently empty) will include info about the editor and gizmo properties etc.
Wednesday, 2 March 2011
Console Extension - Auto-complete & Suggestions.
I actually finished this last night, but I didn't post about it and decided to get some sleep instead. It's an extension on the console component I integrated a few weeks ago. It adds support for auto-complete and command suggestions. I might add an argument-completer as well in addition to some layout fixes.
(watch in HD 720p + fullscreen to read the text)
I originally got this idea from the UDK console that has a similar feature, it should make browsing and finding commands much faster and easier and doesn't rely on software knowledge as much.
It's based on the GameConsole by Vos which I believe is one of the best console component for XNA.
(watch in HD 720p + fullscreen to read the text)
I originally got this idea from the UDK console that has a similar feature, it should make browsing and finding commands much faster and easier and doesn't rely on software knowledge as much.
It's based on the GameConsole by Vos which I believe is one of the best console component for XNA.
Saturday, 26 February 2011
XNA 3D Gizmo Video!
Finally a video about the Gizmo showcasing the feature-set. I've added some tunes as well this time, hope you like it...
Thursday, 24 February 2011
XNA 3D Gizmo v1.0.0 Released!
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
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
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.
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