After Importer

Just finished my importer UI, a seemingly obvious but quite tedious. But it feels really good to finally able to give shapes to your ever invisible engine structure.

This week I figured I have to make the import cycle to authoring closed for good.

Asset importer
Asset importer

Goal

Focus on what it takes to show something in the scene world. Making the cycle work, from import -> scene

Palette / Asset Browser ?

Palette window is practically impossible here, because Spatials, SceneObjects, etc have transforms (Jonathan Blow calls this Game Entity, I’m calling it Game Object). A little panel where you drag the content into the world and somehow provides you with metadata to pass to CreateSpatial(). However, This is hidden abstraction that gives no value to Montwig except trying to please non-existent crowd.

Order Of Sinking Star - From Wookash Interview
Order Of Sinking Star - From Wookash Interview

Then in case of asset browser functionality is something that file explorer or alternatives like File Pilot can easily replace, so we’re not going to compete there. I rather frame it as Asset Picker - minimal version that just list assets/* and their sub folders, pretty sure will be useful in inspectors.

lets say I need to add an object to the world. What should i do ?

that said… There is a case where changing materials during runtime like when we need to make water material (plain plane + water material assignment) So let’s keep this feature open.

In conclusion here’s what I’ll do :

wireframe for asset, scene and inspector
wireframe for asset, scene and inspector

there are quite few things in this wireframe, i’ll cover each in the future

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