I caught the c++ bug hard and fast a little over a year ago. I played
with OpenGL for a bit and at some point decided to try my hand at a game
engine. I spent about 4 months on it and spat out a game called Alien
That was a huge learning curve and I decided to continue with the engine
from there. My core concern was writing some better editing tools as
that was done last with Alien Defense and became a real hassle. So I
wanted the engine to be solid/stable/easy to use and have a really nice
editor. My first stop was a GUI system. After looking around and not
finding what I wanted I wrote my own from the ground up. The game we are
currently working on uses a 3D tile system, so the editor has full
control for editing a square tile by edges/faces and painting textures
to tile faces.
The image above is a snapshot from within the engine showing the GUI
system and the 3D tiles behind it. It also shows the light editor and
light object. The engine has actually been modified quite a bit with new
features since that shot. Here is a breakdown of what I’ve thrown in
3D Tile Editing
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It looks great! I am a big fan of a 3d tile system done right.
Your year of dedication is clearly paying off in some apparently very
satisfying artifacts. I remember making GUIs in c++/opengl as well. That
is one real lacking I see in the constructs is no standard for GUI
programming. Hopefully as Java and C# become more popular where GUI is
a part of the core framework we will see acessory GUIs easier, but we do
need some common construct for in game interfaces I think.
I hope your dedication continues for a good long time without burning
you out :)
Thanks for the feedback Nomad. I certainly agree that a common GUI
system is severely lacking for games/3D development. Creating my own,
however, was a huge learning experience that I would certainly do again
if I had it to do over.
Here are some more screenshots of the editor (large):HallwayAngled TilesMore Angled TilesAngle EditorEntity Property Editor
The last shot showing the Entity Property Editor is a dynamically
generated scroll list of GUI controls for entity properties. Every
entity registers property controls that have an internal values bound to
them. Upon selection a list of property controls are sent to the edit
window where they are created into GUI elements and sorted into an
editable list. Just implimented this and am rather proud of how it
I certainly hope I don’t burn out anytime soon either, but I get the
feeling that if I do it will be like a friggin supernova. :D
Remember to spend the time to polish this project to a high sheen. A
good project to look back on is very helpful in maintaining motivation
down the road.
When building the hallway and other such structures, do you have a way
to copy sections of tiles and repeat them or mirror them?
Currently no. I do plan to implement a copy/paste feature to copy
properties from one tile and apply it to another. Mirroring would be a
good idea too that I had not really thought of. You can currently modify
multiple tiles in one go as the tile editor will apply changes to all
selected tiles. There are alot of smaller things I plan to impliment to
speed up production that are on my to-do list.