Author: Guillem Travila
Repository: https://github.com/traguill/Ezwix-Engine
License: https://github.com/traguill/Ezwix-Engine/blob/master/LICENSE.txt
Demo video: https://www.youtube.com/watch?v=dHFYKukKWSc
The last assignment for the engines class was to incorporate shaders in the engine. Here is how it works:
1- Drop the vertex program and/or fragment program to import it. There is a message in the console with the result of the compilation. 2- Go to Window/MaterialCreator 3- Write the path to save the material. Ex: /Assets/test.mat (Must have .mat extension) 4- Choose the vertex and fragment program to use 5- Add all the uniforms that the shader is using. If it's a sampler2D select an imported texture or rendertexture. 6- Click create shader. The result message shows if it has been successful. 7- Select a gameobject with a mesh and material and change the material.
All objects uses the default shader if no material is specified. The default shader uses:
- Diffuse texture (if has)
- Normal map (if has)
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Move the camera with arrow keys
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Move the camera with the mouse wheel pressed
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Zoom in/out with the mouse wheel
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Left Alt + Right mouse orbit the camera (Needs improvement)
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Left Alt + Left Click to select an Object
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Left Ctrl + S to save a scene
File: - Create New Scene: removes the current scene and creates an empty one Edit: - Camera: show the editor camera options. If the scene has at least one camera it's possible to switch the editor camera to one in the scene - Shaders: wip. The last input option shows a texture loaded in memory by it's id. - Lighting: ambient light configuration - Layers: create new layers or rename. - RenderTexture: configuration of a render texture
Windows: - Configuration: configuration of the editor windows - Console: Displays the console - Profiler: Displays the profiler. - Assets: it's open by default. - Resources: shows the amount of resources loaded in the GPU. - MaterialCreator: to create a new material. Debug: - Show/Hide Octree: draws the boxes of the octree.
Right mouse click on the window to show the options:
- Create Empty GameObject
- Create Empty Child: inside the selected GameObject
- Remove selected GameObject
- Click on the name to change it
- Right mouse click to add a new component
Note: all components need to have first a transform component attached. Do NOT try to add a component to a GameObject which it's parent doesn't have a Transform component Do NOT change the position of a static GameObject.
Press play to start the game simulation. Pause to Stop (and play again to continue). Press stop to end the simulation.
Note: Next button doesn't work yet.
Drag and drop files and/or folders to the application.
Accepted formats:
- Images/Textures: png and tga
- Meshes: fbx and obj
Left click on a folder/file to show the options. It is possible to modify a texture or mesh and the editor automatically reimports the new files.