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![Group UI Element added](https://uploads.gamedev.net/blogs/monthly_2020_11/14b5dd6c56f64011b29d0c583f3a68da.image.png)
It was annoying trying to remember to enable to disable certain context-specific labels, so I built a container to handle all of that for me. I also set up the container to automatically position everything in it to, so during each render, I simply clear out each of the container's displays, …
![Still working on selection](/static/media/user/generic-user.png)
I'm still converting all of the old selection code into it's newer counterpart. It's moving along nicely and is much more manageable now, but there are a lot of functions. Not only do the functions need to be moved, but the UI needs to be built for them, which consists mostly of a conte…
![New Editor GUI Looking nice](https://uploads.gamedev.net/blogs/monthly_2020_11/dc75d555a52d477d905beb59694193be.Screen-Shot-2020-11-24-at-5.42.45-PM.png)
The new Editor is looking great, and since all of the editing functionality is already built in the old one, all I'm really doing is connecting them to the GUI components. This may look messy, but it's full of functionality. The Selection window shows you information about what you have…
![Rebuilding the Editor](/static/media/user/generic-user.png)
For two months, everything that I did was in the main window, so I had a lot of control code that just switched between modes. Since expanding into multiple windows, I've been slowly pulling all of that apart and putting everything in properly places. It's going slowly, but I expect the…
![Adaptive Resolution](/static/media/user/generic-user.png)
Since debugging is easier with a single thread, the frame rate isn't always reaching 60 while working on it. I figured frame rate is more important than resolution. This is actually super easy because of how I implemented rendering. The buffer isn't even a 2D array, it's just one …
![Material Editor completed](https://uploads.gamedev.net/blogs/monthly_2020_11/d28c3735430c40e88889f19624d81556.image.png)
I got the Material editing window working completely and now since I have a nice GUI way to assign and load them, I greatly scaled the number of supported formats for internal texture management. Everything, up until now, had been 5,5,5. Now I also have a 332 mode, 888 mode, and a FFF m…
![Material editor mostly functional](https://uploads.gamedev.net/blogs/monthly_2020_11/01ea37db9c934820849d5aab5629eff4.image.png)
The Material window is mostly functional and already makes level editing so much nicer. I'm hardening everything in the code, so it's taking me longer than normal. Since the main renderer and everything already exists, I can take my time and make sure that everything is working properly…
![Project and Material Windows almost functional](https://uploads.gamedev.net/blogs/monthly_2020_11/805b46a396d049788b17ca7a5fc2e212.image.png)
I got the project window to automatically load the last project and room. I also integrated the window with the already functioning loading and saving system. You can also see an early version of the Material window. There will probably be more features added in the future, but th…
![Inspiration Game Engine](https://uploads.gamedev.net/blogs/monthly_2020_11/01c5dccdc40341c09c5a3c699d3cd510.Screen-Shot-2020-10-16-at-5.52.13-PM.png)
I have an affinity towards the look of classic 90's shooters. One can make a modern game engine look like a classic one, but that has a lot of overhead. Furthermore, games tend not to be very moldable because of all of the information that gets baked and the complexity of a true 3D envi…