Sculpt Mode Now functional. Sculpt Data Persists through mode change from Model mode to Sculpt mode and back. Milestone Achieved!!!
#VulkanGameEngine2 Progress
74 messages · Page 1 of 1 (latest)
Actually insane work, could I ask how long you've been working on this project?
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
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
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.
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.
Science
Gotcha, that's elegant af. You mentioned it being permanent, is it possible to undo changes?
or will you work on that
Thats a good point. I have not thought about the undo button yet lol maybe something like zbrush or Blender
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
Thanks
yeah I was looking at Deltas when deciding if i wanted to Implement Non destructive workflow like Houdini
Yeah, permanent changes without the user prompting it might be a bit unwanted 😅
Is the github for this project public or private?
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
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.
Im documenting every thing so people can Learn from it
that's nice, it'll honestly help.
Appreciate it. Let me think about it. I sure can ues it
Let me follow you for when LibreUI drops lol, I'd love some tips on how to make my own UI system 😅
i added you as a friend
MatCap Artifacting and stair Stepping Fixed
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.
Just shaved 16 ms off the brush stroke now its tracking real close to the cursor no matter how fast you move it1
incredible work!
Small bug: Inside Edges are not rendering Black.
MultiLoop Cut and Slide operations. Still a few bugs but Its on the way.
Fix the mouse direction to the extruding faces normal
Bevel like a boss
Selection Marquée
Scale Rotate and Translate, and Bevel Vertices. Edge, Vert and face mode, and Delete and also the Object Origin is now visible
The lighting and shader system is also real time. changing with the rotation of the Veiw camera for now.
Update. canvas 2D Layers going live!
View relative Studio Lighting
Second Viewport For Substance painter Inspired Work Flow
Selection Working Properly. The Objects were having an issue being selected in the right view pane. Now were good!
wow, awesome stuff
Thank you. It means a lot!
Join Overlay indicator. WIP
Edge Highlight and Doube Sided arrow indication of View Resize
Yellow Line indication for view split
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.
Sphere is now actual Geometry
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
Auto SMooth to respect the edges, Infamous N panel, Consol panel and the tools bars are now Resizable
Selection Highlighting is Properly Outllining the Objects.
Command Parser Console Window In the Works
yoo whaty are you using to make this
literally explained above, #1482419745117700323 message
Yeah Vulkan
Time to get back to work
A 3D Software using Vulkan 3D Graphics Library using c++. Based on my own c++ Graphics UI Library thats meant to be modular, Protable and robust. An Ambitious project that many developers have tried to steer me away from due to the scope of the project and the lack of resources that normal companies would have at their disposal. This project is ...
Right Click Pop Up Menu
Indicate active element when Hovering over Connectors or inside of the Box selection marquee