Editor: jMonkeyBuilder

Fair enouf :stuck_out_tongue: i’ll test that x)

I think about what I can implement else…

T0ng0dEmitter support will be nice :slight_smile:
You can use EmitterBuilder as guide line (EmitterVS.rar on tonegodemitter - Browse Files at SourceForge.net). See FX Builder : cloning & save/load capsule support

Not sure if there is a new particle system on 3.1 or 3.2

Ok, but I’m going to create my fork of tonegood.emitter and I will implement the editor for this.

I have started working on integrating tonegodemitter to my editor.

also, I have started working on my fork of this emiter.

5 Likes

Nice, good work!!

The progress of integrating the toneg0d particles…
https://bitbucket.org/JavaSabr/jme3-spaceshift-editor/commits/branch/implement_tonegood_emiter_editor

1 Like

I have finished the first part of integrating the toneg0d particle system. I’m going to continue working on this.

You can download this version.

5 Likes

Selected FXAA on setting and I get this error every time app starts up. Nice work by the way!
Do you know how to reset app setting? I think there is a config file somewhere but I can not find it!

INFO 19:15:59:344 ExecutorManager: initialized.
INFO 19:15:59:583 Editor: OS: Windows 7
INFO 19:15:59:625 ClassPathScanner: scanning C:\XXXXXXXX\jme3-spaceshift-editor-0.7.6\libs\jME\jme3-core-3.2.0.jar
INFO 19:15:59:778 ClassPathScanner: scanned for 743 classes and 159 resources.
WARNING 19:16:00:133 Editor: RendererException : compile error in: ShaderSource[name=Common/MatDefs/Post/FXAA.frag, defines, type=Fragment, language=GLSL100]
Fragment shader failed to compile with the following errors:
ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context
ERROR: error(#273) 1 compilation errors.  No code generated

 : stack trace:
com.jme3.renderer.opengl.GLRenderer.updateShaderSourceData(GLRenderer.java:1203)
com.jme3.renderer.opengl.GLRenderer.updateShaderData(GLRenderer.java:1230)
com.jme3.renderer.opengl.GLRenderer.setShader(GLRenderer.java:1294)
com.jme3.material.logic.DefaultTechniqueDefLogic.render(DefaultTechniqueDefLogic.java:94)
com.jme3.material.Technique.render(Technique.java:166)
com.jme3.material.Material.render(Material.java:970)
com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:616)
com.jme3.post.FilterPostProcessor.renderProcessing(FilterPostProcessor.java:218)
com.jme3.post.FilterPostProcessor.renderFilterChain(FilterPostProcessor.java:301)
com.jme3.post.FilterPostProcessor.postFrame(FilterPostProcessor.java:320)
com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1111)
com.jme3.renderer.RenderManager.render(RenderManager.java:1154)
com.jme3.app.SimpleApplication.update(SimpleApplication.java:253)
com.ss.editor.Editor.update(Unknown Source)
com.jme3.system.lwjgl.LwjglWindow.runLoop(LwjglWindow.java:526)
com.jme3.system.lwjgl.LwjglWindow.run(LwjglWindow.java:609)
java.lang.Thread.run(Unknown Source)

This looks great so far.

:slight_smile:

Do you plan on integrating Zay-ES into this editor?

I have come back from my vacation and I’m going to continue improving this editor. :slight_smile:

6 Likes

Hope you had a nice trip :grin:

I try to migrate to jdk9, so I try to integrate jME app to ImageView of JavaFX :slight_smile:

2 Likes

it’s a JavaFX app

2 Likes

I have implemented the mouse input from ImageView, also, I’m going to implement the key input.

I’m ready for Java 9 :slight_smile: Implemented drawing, key input and mouse input inside ImageView.

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I work on updating the UI of the Editor.

5 Likes
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ver. 0.7.7
-Updated JME platform to 3.2 master branch.
-Updated JFX and switched integration JavaFX with JME to using ImageView like a viewport of JME.
-Updated UI.
-Fixed some bugs.