I know of a 3 people that are porting jME to be SWT compatible and will use the SWT widgets. Try and do that, because AWT/Swing is just horrible outside the rendering window, which does cause unnesessary complications in the code.
DP
Badmi,
The editer is not working. do you know what is wrong with it? can it be fixed?
tomcat
The editer is not working. do you know what is wrong with it? can it be fixed?
tomcat
I know, I hope it will be fixed today.
The editer is not working. do you know what is wrong with it? can it be fixed?
tomcat
I know, I hope it will be fixed today.
Fixed, try it now.
Using this link: http://hometown.aol.com/zacharylockerman/JMESeanEditer.jar
Exception in thread "main" java.lang.NoClassDefFoundError: jmetest/editer/Editer
ListForm
at jmetest.editer.EditerMain.main(EditerMain.java:112)
Aug 16, 2004 8:13:48 PM com.jme.app.VariableTimestepGame start
INFO: Application started.
Aug 16, 2004 8:13:48 PM com.jme.system.PropertiesIO
INFO: PropertiesIO created
Aug 16, 2004 8:13:48 PM com.jme.system.PropertiesIO load
INFO: Read properties
Aug 16, 2004 8:13:50 PM com.jme.system.lwjgl.LWJGLDisplaySystem
INFO: LWJGL Display System created.
Aug 16, 2004 8:13:50 PM com.jme.system.PropertiesIO save
INFO: Saved properties
Aug 16, 2004 8:13:50 PM com.jme.util.lwjgl.LWJGLTimer
INFO: Timer resolution: 3579545 ticks per second
Aug 16, 2004 8:13:51 PM com.jme.input.InputSystem getKeyInput
WARNING: KeyInput is null, insure that a call to createInputSystem was made befo
re getting the devices.
root (com.jme.scene.Node)
java.lang.NoClassDefFoundError: jmetest/editer/EditerListForm
at jmetest.editer.EditerMain.initGame(EditerMain.java:266)
at com.jme.app.VariableTimestepGame.start(Unknown Source)
at jmetest.editer.EditerMain$1.run(EditerMain.java:106)
It works for me. Can any of you tell me if you have the same problem.
My fault. It works now for me
Great, works well.
tomcat
I uploaded a new jar that should work with the new method of creating States. Can someone please test the VertexProgramStatefor me? I can’t with my pc.
I have been thinking and I believe that I could modify my editor to work with any jme program. If this is done a person running the program would be able to start the editor for a scene by pressing a bottom on the keyboard. There would be several advantages to this setup. A new person would be able to ser the seen in my editor by pressing a button on the keyboard. They would be able to modify the seen and see how it works. Programers and map makers would be able to design there maps inside the game. It would make it mush similar to edit animations. It would also make it simpler to debug programs. What do you think?
I have been thinking and I believe that I could modify my editor to work with any jme program. If this is done a person running the program would be able to start the editor for a scene by pressing a bottom on the keyboard.
One small question.. I assume the way to launch the editor would be programmable? That is, you wouldn't have to use a specific button the keyboard, right? You could select it from a menu or base it off of a mouse click.. whatever worked for the game developer?
If not, I'm not sure how much use it would get.
Generally speaking, allowing for integrating your editor sounds like a good idea to me.
--K
have been thinking and I believe that I could modify my editor to work with any jme program. If this is done a person running the program would be able to start the editor for a scene by pressing a bottom on the keyboard. There would be several advantages to this setup. A new person would be able to ser the seen in my editor by pressing a button on the keyboard. They would be able to modify the seen and see how it works. Programers and map makers would be able to design there maps inside the game. It would make it mush similar to edit animations. It would also make it simpler to debug programs. What do you think?
I think its a brilliant idea and you should go for it.
tomcat
Yes you would be able to program it in your self, except if you are using SimpleGame witch I think should do the work for you.
Basically you need to call one function to start the editor and have one function at the top of update that would do nothing if the editor is off.
Of course for this to work with SimpleGame I need the JME developers consent to put it in the cvs( and ether cvs access or one of them has to do it for me) .
Why does SimpleGame need to be changed? Could you make it so that people could extend the function
void simpleUpdate(){}
and pass their app to your editer there? Something like
void simpleUpdate(){
JmeEditer.updateFrame(this)
// .... insert code here
}
We can do that, but I wanted people to be able to see all the demos in the editor so they could play around with the seen and get used to jme. Putting it in s would make it work with all the demos. (If you and the other developers do not want this I could get it to work the way you said.)
I’d prefer not to have the overhead in SimpleGame. We could instead add the few lines to the demos we show off on the site. (I assume it would only be a few lines?)
The new JAR is up! You can still lode the editor the old way plus you can put it in your game!
You need this in update:
jmetest.editer.ThreadSafetyManager.update();
To start the editor call:
jmetest.editer.EditorListForm.startEditer(rootNode,null, null);
The editor still has a few bugs; please tell me if you fined one. You should be able use it in your programs as it is now. I do not think that my server can keep having the program so I would appreciate if I could make it part of the cvs of JME.
I suggest making a key to start the editor. Remember to alt-tab to the gui after you start it( This will be fixed soon).
I am almost reedy to release the code for the cvs, I was wondering if anyone has any suggestions and/or requests before I do. I also want to know what package you think it should it be in.
I still don’t see where an editor would fit into an API. It’s an application built on jME. While it really becomes useful for people to use, I don’t see how it could fit as part of the base line itself.