Sandbox editor for JMonkeyEngine

@david.bernard.31 said: today I give a second try. And I'll create github's issues about my feedback (as you asked). You did a big work, and it'll be a shame if you're the only one to use it, so I hope my github's issue will help.

Thank you, I’ll try to make a 0.0.2 version over the weekend to fix some small issues, maybe wait till then ?

Great! I’ll suspend my test. (typo, your next version will be 0.2.0 and not 0.0.2, as you already provide/tag 0.1.0)

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I released a new binary version, you can download it here:

http://samynk.github.io/DArtE/

The binary includes sample j3o objects that you can use to try out the
editor, and off course also in your own projects.

I also started with the documentation on how to use the editor:

Any feedback welcome, I’m trying to make this version more robust before I add new features.

Hi … I tried the demo and it ran ok. Looks nice too. But I could not get the asset list to load in the left hand panel. The panel remained blank at all times. I even tried creating a new project, but the result was the same. Here is the console log:

D:\Darte Demo>java -jar DArte.jar
Sep 09, 2014 11:54:39 PM java.util.prefs.WindowsPreferences <init>
WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0
x80000002. Windows RegCreateKeyEx(…) returned error code 5.
Sep 09, 2014 11:54:39 PM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.0.10
Sep 09, 2014 11:54:39 PM com.jme3.system.Natives extractNativeLibs
INFO: Extraction Directory: D:\Darte Demo
Sep 09, 2014 11:54:40 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo

INFO: Lwjgl 2.9.0 context running on thread LWJGL Renderer Thread
Sep 09, 2014 11:54:40 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo

INFO: Adapter: nvd3dumx,nvwgf2umx,nvwgf2umx
Sep 09, 2014 11:54:40 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo

INFO: Driver Version: 9.18.13.697
Sep 09, 2014 11:54:40 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo

INFO: Vendor: NVIDIA Corporation
Sep 09, 2014 11:54:40 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo

INFO: OpenGL Version: 4.2.0
Sep 09, 2014 11:54:40 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo

INFO: Renderer: GeForce GT 440/PCIe/SSE2
Sep 09, 2014 11:54:40 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo

INFO: GLSL Ver: 4.20 NVIDIA via Cg compiler
Sep 09, 2014 11:54:40 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.blender.BlenderModelLoader
Sep 09, 2014 11:54:40 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Device: OpenAL Soft
Sep 09, 2014 11:54:40 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Vendor: OpenAL Community
Sep 09, 2014 11:54:40 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Renderer: OpenAL Soft
Sep 09, 2014 11:54:40 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Version: 1.1 ALSOFT 1.15.1
Sep 09, 2014 11:54:40 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: AudioRenderer supports 64 channels
Sep 09, 2014 11:54:40 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio effect extension version: 1.0
Sep 09, 2014 11:54:40 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio max auxilary sends: 4
language : en
Country : US
/D:/Darte%20Demo/asset_demo/klatches/
/D:/Darte%20Demo/asset_demo/
Child count of project :2
Child count of project :2
Child count of project :2
index of child query : default,default
index : 0
index of child query : default,default
index : 0
Child count of layer default is 1
Child count of project :2
index of child query : one,default
index : 0
index of child query : one,default
index : 0
Child count of layer default is 1
Child count of project :2
/D:/Darte%20Demo/asset_demo/klatches/
/D:/Darte%20Demo/asset_demo/
Child count of project :2
Child count of project :2
Child count of project :2
Child count of project :2
Child count of project :2
Child count of project :2
Child count of project :2
/D:/Darte%20Demo/asset_demo/
/D:/Darte%20Demo/asset_demo/klatches/
/D:/Darte%20Demo/asset_demo/
Child count of project :2
Child count of project :2
Child count of project :2
index of child query : default,default
index : 0
index of child query : default,default
index : 0
Child count of layer default is 1
Child count of project :2

1 Like

Thanks,

I could replicate it, apparantly I have a bug with there is a space in the asset path, will fix it as soon as possible.

New version (v0.2.1) that fixes the asset path problem has been placed on Darte by samynk

Yes … now it works fine. I have yet to play with it a bit and set up a few scenes. I have a suggestion and a question.

Suggestion:
It seems that the logging output to the console is more extensive than the console can contain, (i.e. info at the top is lost) so why don’t you log to a file? It is pretty easy to get people to post log files, or copy-and-paste the contents to the forum page.

Question:
The GUI you used is pretty cool. What GUI is that?

Other than that … Congratulations on a very nice project.

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@alfinete said: Yes ... now it works fine. I have yet to play with it a bit and set up a few scenes. I have a suggestion and a question.

Suggestion:
It seems that the logging output to the console is more extensive than the console can contain, (i.e. info at the top is lost) so why don’t you log to a file? It is pretty easy to get people to post log files, or copy-and-paste the contents to the forum page.

Question:
The GUI you used is pretty cool. What GUI is that?

Other than that … Congratulations on a very nice project.

Thanks, yes I really should do logging better.

The GUI is a standard Swing GUI, but I wrote my own property editing system :slight_smile:

Added a new version (v0.2.2) to github :

http://samynk.github.io/DArtE/

Changes:

Definition of custom keys via Edit->Preferences , Key Bindings tab.
Getting started documentation is available via Help -> Getting Started.
Various bug fixes.

Hi,

just a headup. I developed a little bit further on the sandbox features and added the
following:

  • Basic terrain editing (only sets the necessary textures)
  • Sky
  • Character paths
  • Animation

Check out a teaser here : Component based sandbox - YouTube

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This is an incredibly cool project. Really impressed with the progress you’ve made.

A lot is up in the air right now when it comes to the SDK, but after v3.1 is out we should start discussing how we might bring the SDK and your Sandbox Editor closer together.

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Great, thanks. I am now at the point where I have to gain some traction to get the project going.

The main feature i am currently working on is to have a “play” button that allows the designer to test the game. I also envision support for test driven development of a game (for example save the state of a level and play the game from there to test specific situations). To do that I need to have a scripting component that will leverage the power of the JMonkey SDK. So I’ll start poking around to see how I can accomplish this.

Woohoo! Finally a fully featured editor for JME is emerging :smile:

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I don’t really see how the SDK and this editor would come “closer together”… Basically this editor reimplements everything the SDK editor does but in a slightly different way… Theres no additional features that are not existing in the SDK. I guess theres a reason that @daenim chose to NOT extend the SDK and do his own editor?

Additionally this editor expects the game or whatever to work in a certain way by defining “entities” “levels” etc. already. A SDK plugin doing something like that using the existing functionality in the SDK would be easily possible but again theres probably a reason why this is a separate application, the code is probably not compatible/reusable for that either. So I guess this will become some sort of “game maker” standalone tool and less of a generic editor for jME games.

Well, a lot of the “coming closer together” will have to be done by me or people that help me for sure.

The sandbox came about because of experiences during the development of a game I made about bullying with JMonkey. I loved the programming in the SDK but I didn’t like the scene editor, so I started to roll out my own. It just makes the development a lot faster if object transforms, waypoints, … can be tested while editing.

As for integrating with JMonkey , I think I would add the possibility to add a scripting component to a node and maintain an Sdk netbeans project inside a sandbox project. When the user wants to edit the scripting component the sandbox would just fire up the right java file. I think that makes sense, but I am open to other suggestions.

One final thing is that I do strip out the entities when exporting to a j3o file to make the sandbox useful even for users that want to just use it to put together scenes.

Well with an AppState that you run in the Scene Composer you can test your scene any way you like… But as you said, theres probably not much that either of the editors can benefit from the other except making it easy to move files over for users.

Oh well, there is the machine learning library and the animation framework, that might come in handy :wink:

Those both sound like things that ought to be abstracted out of an editor though.

Not necessarily. The animation framework has an abstract interface (controller) with two implementations currently. The two implementations are implemented via the machine learning library as components.

These animation components can then be set as a component for a rig for example.

I moved 21 posts to a new topic: Why I don’t like to extend or use the SDK Scene Composer