#VulkanGameEngine2 Progress

74 messages · Page 1 of 1 (latest)

hot void
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Sculpt Mode Now functional. Sculpt Data Persists through mode change from Model mode to Sculpt mode and back. Milestone Achieved!!!

hot void
unkempt parrot
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Actually insane work, could I ask how long you've been working on this project?

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I've been working on a 3d editor for a little bit now using OpenGL, so I want to also ask how you approached mesh deformation and storing the changes, if that's fine with you of course

hot void
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Thanks for asking. Honestly I laid the foundation for vulkan last year some time and just kept adding to it. Once i got the 3D view where I could import mesh, a grid and rotate with the Middle mouse and move around, I build the Font system and a basic tool bar with a drop down. I Decided awhile back that i would not use any GUI Libraries like IMGUI or QT BUT i wanted it to be purely C++ Vulkan and I wanted to home roll my own Gui library that's portable on Apple, Android, WIndows and Linux.

Once I got to that point I stopped all work on the app and Started building the Libraries. I have 3 Libraries now, LibreUI User Interface library which will be Open Source, LibreCore which handles the memory allocation, LibreDCC is the Actual App itself.

Its an ambitious app and every one Ive ever talked to told me Not to do it. But being the Rebel I am thats energy is what Drives me to Do it! I plan on making a Game engine eventually lol

unkempt parrot
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Nah I believe in you man! This is genuinely awesome work. As a person also trying to make a 3D Editor, it's been a bit of a pain. I'm currently using ImGui for mine, but I want to make my own UI system for my editor, so I've been trying to decouple any ImGui calls from the main callsites just so I can replace them all in (relatively) one place. I do still want to ask how you were able to do mesh deformation and storing the changes (if that's fine with you), it honestly looks insane.

hot void
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Basically I find the vertices under the mouse using spatial tree, Copy those few thousand verts into allocated memory then the modified verts get copied to the mesh. Once i release the mouse the normals get calculated the deformation is now permanent.

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Science

unkempt parrot
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Gotcha, that's elegant af. You mentioned it being permanent, is it possible to undo changes?

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or will you work on that

hot void
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Thats a good point. I have not thought about the undo button yet lol maybe something like zbrush or Blender

unkempt parrot
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I think storing the deltas would be a nice touch, like the positions of the vertices you changed and what the vertices was before, then if user wants to undo, you just go back to those changes. Still, really cool work

hot void
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Thanks

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yeah I was looking at Deltas when deciding if i wanted to Implement Non destructive workflow like Houdini

unkempt parrot
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Yeah, permanent changes without the user prompting it might be a bit unwanted 😅

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Is the github for this project public or private?

hot void
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The LibreUI for sure will be public eventually. Im not sure what Im going to do with the actual App. Maybe get it up to a level wher zbrush has to pay me to SHut it down I dont know lol

unkempt parrot
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Hahaha, honestly though with how it's looking, maybe a year or 2 of polish and additional features, I think this could be something insane.

hot void
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Im documenting every thing so people can Learn from it

unkempt parrot
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that's nice, it'll honestly help.

hot void
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Appreciate it. Let me think about it. I sure can ues it

unkempt parrot
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Let me follow you for when LibreUI drops lol, I'd love some tips on how to make my own UI system 😅

hot void
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i added you as a friend

hot void
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MatCap Artifacting and stair Stepping Fixed

hot void
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Brush Engine under Way

hot void
hot void
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Update: Fixed a few bugs. Was crashing during Exit. Was taking 25 seconds now just to shut down now its instant, Now has save and Load projects. I've been focusing my energy towards the 2D Canvas Paining mode. The Brush Stroke was lagging horribly and the render thread was causing a bottle neck resulting in jittery movement of the application window and the panning.

hot void
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Just shaved 16 ms off the brush stroke now its tracking real close to the cursor no matter how fast you move it1

plucky wedge
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incredible work!

hot void
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Edit Mode has Arrived

hot void
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Small bug: Inside Edges are not rendering Black.

hot void
hot void
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MultiLoop Cut and Slide operations. Still a few bugs but Its on the way.

hot void
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Fix the mouse direction to the extruding faces normal

hot void
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Bevel like a boss

hot void
hot void
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Selection Marquée

hot void
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Scale Rotate and Translate, and Bevel Vertices. Edge, Vert and face mode, and Delete and also the Object Origin is now visible

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The lighting and shader system is also real time. changing with the rotation of the Veiw camera for now.

hot void
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Update. canvas 2D Layers going live!

hot void
hot void
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Second Viewport For Substance painter Inspired Work Flow

hot void
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Selection Working Properly. The Objects were having an issue being selected in the right view pane. Now were good!

boreal palm
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wow, awesome stuff

hot void
hot void
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Split view port now copies the view that's being split

hot void
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Join Overlay indicator. WIP

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Edge Highlight and Doube Sided arrow indication of View Resize

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Yellow Line indication for view split

hot void
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Splitting Views and Joining free and Open source Dark Side! mwahahaha

hot void
hot void
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So I could implement a bunch of Features ontop of Crap But instead of doing that Im making sure to get the foundation good and build up ontop of the LibreUI library so i dont have to Redo a bunch of stuff after. LibreUI library will be open Source, Cross Platform, Mobile, Web and Windows Development UI library free and open SOurce for anyone who wishes to you it.

hot void
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Sphere is now actual Geometry

hot void
hot void
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Recent List of Issues Getting added to the tickets.

Poly Editing Tools
while in object mode Shift Click to combine, entering into edit mode while two objects of separate origins are selected both enter edit mode
Press num pad period to focus on object
reverse the camera rotation
fix selection marque, no longer selects
press l to select all elements of an mesh in edit mode
A to select all
Translate rotate and scale in object mode
Onscreen widget to show axis
in object mode the selection outline should only outling the sillhouette
bevel regression
resize tool Panel
File Drop Down menus should be on top of everything
All ECS objects should be Poly based and Parametric objects are different by design.
need to add nurbs
Selection in edit and object mode is not as accurate. seems to be a regression

hot void
hot void
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Auto SMooth to respect the edges, Infamous N panel, Consol panel and the tools bars are now Resizable

hot void
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Selection Highlighting is Properly Outllining the Objects.

hot void
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Command Parser Console Window In the Works

hot void
tepid hound
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yoo whaty are you using to make this

fringe geyser
hot void
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Yeah Vulkan

hot void
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Time to get back to work

hot void
hot void
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Node editor Almost completed.

hot void
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Right Click Pop Up Menu

hot void
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Indicate active element when Hovering over Connectors or inside of the Box selection marquee