Simple World Editor (v0.18)

Hi!

Simple World Editor(SWE) project helps to compose levels for JME games.
Project is hosted here: GitHub - mifth/JME-Simple-World-Editor: JMonkey Simple World Editor
SWE binaries will be here: https://drive.google.com/#folders/0B-0uFh8DG9inSWdQY29MT3d2a2s

Aims of SWE:

  • Create cool scenes for small game projects
  • Simple interface
  • Useful tools for level design
  • Possibility to create grid-based levels
  • Try to run SWE on Android (it can be useful for someone in future)

SWE 0.2(Future 2014 RoadMap):

  • Redesign Interface (make it more cool) DONE
  • Grid Menu
  • Lights - add/move/rotate.
  • Shortcuts description button
  • Remove System.out.println().
  • Object Parameters Menu (values of transform)
  • Change Background Color
  • Change Camera settings

SWE 0.3 (Future 2015 RoadMap):

  • merge 2 scenes into one scene
  • Groups feature
  • Group Objects feature
  • Shaders, Materials
  • Adapt project for Android
  • load external model (not from assets)
  • Collision Objects - creating/viewing/editing
  • Blend, Ogre, Obj models loading
  • Add Particles
  • Add Skyboxes

FEATURES:

  • Nifty Gui, cool camera movement, nice gray background, big grid.
  • Advanced Manipulators (blender style, they are always the same size on the screen).
  • Advanced Selection Tools (Mouse, Rectangle, normal/additive selection, multilple objects selection).
  • Precision constraints (1, 5, 10 units) - good for grid-based levels.
  • Data Components. It’s possible to add Data to any Entity.
  • Layers which help you with complex scenes.
  • Saving to j3o scene, saving to SWE scene.

SHORTCUTS:
See Shortcuts menu in the Editor.

SCREENS:

VIDEOS:
How to use SWE with your custom project:
[video]JME SimpleWorldEditor v0.1. How to use with a custom JME project. - YouTube

Transformation capabilities of SWE:
[video]http://www.youtube.com/watch?v=EYGShTxXq_Q[/video]

12 Likes

That looks pretty cool! :slight_smile:

Really cool! Is the thing at the bottom layers? I don’t think I saw you use it in the video.

Awesome!
Tho why not implement this awesome manipulator of urs into the SDK >.<

@8Keep123 said: Really cool! Is the thing at the bottom layers? I don't think I saw you use it in the video.

Yes these are layers like in blender. You can hide/show layers as in blender. :slight_smile:
Also, there will be feature to lock layer. Locked layer will not be affected by selection and transformations.

@Setekh said: Awesome! Tho why not implement this awesome manipulator of urs into the SDK >.<

No problem. Need a person who makes it. :slight_smile:
As far as i know @normen does not like manipulators… There could be difficulty to port it… because of this…

@mifth said: No problem. Need a person who makes it. :) As far as i know @normen does not like manipulators... There could be difficulty to port it.. because of this..
Well i love it XD
@mifth said: No problem. Need a person who makes it. :) As far as i know @normen does not like manipulators... There could be difficulty to port it.. because of this..
No, you completely misunderstood Normen's point. He said he was not using them in Blender. Neither do I though, i use keyboard shortcuts. And that if you implemented a whole editor just to have different manipulators than in the scene composer it was a shame. These manipulators could have been implemented in the SDK, and the Scene composer could really use some brush up with your artistic touch. Multi selection, duplication, all of this could have benefit to the SDK. Your grid also looks nice (like in Blender heh, but i guess that was your goal ;) ) Anyway I guess we'll find a way to "merge" it somehow with the SDK because it really looks good.
1 Like

@mifth, your work is really good!

I am sure you and the jME guys can find a way to put this into the SDK =) As nehon stated the scene composer in the SDK could really need some love…

@nehon said: No, you completely misunderstood Normen's point. He said he was not using them in Blender. Neither do I though, i use keyboard shortcuts. And that if you implemented a whole editor just to have different manipulators than in the scene composer it was a shame. These manipulators could have been implemented in the SDK, and the Scene composer could really use some brush up with your artistic touch. Multi selection, duplication, all of this could have benefit to the SDK. Your grid also looks nice (like in Blender heh, but i guess that was your goal ;) ) Anyway I guess we'll find a way to "merge" it somehow with the SDK because it really looks good.

I oftenly misunderstood someone. :slight_smile:

@kwando said: @mifth, your work is really good!

I am sure you and the jME guys can find a way to put this into the SDK =) As nehon stated the scene composer in the SDK could really need some love…

I hope it will be possible to implement my stuff to SDK. I did many interesting features.

1 Like

good work!! I hope see this merged with SDK.

I’m interested in how you did the 2D UI for this. Did you use Nifty?

Somebody wrote some editor not based on the SDK (though he has core chat access) and now its my fault its not part of the SDK :? Or am I just supposed to port it? -.-
The content of this post is meant to be read as a straight information or question without an implicit dismissive stance or interest in having the other party feel offended unless there’s emotes that hint otherwise or there’s an increased use of exclamation marks and all-capital words.

Simply lay out the code :wink:
I would be so happy :affe:

@mifth said: I hope it will be possible to implement my stuff to SDK. I did many interesting features.
As we discussed in the chat, your implementation is problematic. We should have started discussing the technical details a long time ago. You decided to do things your way, which is fine, but you can't go against best practices and at the same time expect to have your work included in the SDK just because people express an interest in it.

The best course of action right now would be to just release the code out in the open and see where that takes us.

1 Like

Hi guys.

SWE Released! Thank you for your attention. I updated the first post and added Description and new video demonstrating hoe to use SWE with you JME project.
Also, i added links to source and binary build.

Thank you all!

Next i’ll answer to you all.

@tobydowner said: I'm interested in how you did the 2D UI for this. Did you use Nifty?

Yes, i used Nifty. I love nifty! download the source and paly with this. :slight_smile:

@normen said: Somebody wrote some editor not based on the SDK (though he has core chat access) and now its my fault its not part of the SDK :? Or am I just supposed to port it? -.- The content of this post is meant to be read as a straight information or question without an implicit dismissive stance or interest in having the other party feel offended unless there's emotes that hint otherwise or there's an increased use of exclamation marks and all-capital words.

Sorry, man. It would be a diificult task for me to dig into the scenecomposer… As my skills in multythreading and other stuff are weak.
I wrote the editor during 3 weeks from skratch. I think you can adapt my code to SDK during 2-3 days really.
If i started to dig into SDK it would take many months for me… I just did it as fast as i could.

There is anothe way where SWE can go. It can be supported by JME community as Contribution-Plugin. I update the first post and i put my thought about the “Future of SWE”.

The editor consists of 20 classes(i don’t take into account my ES). http://code.google.com/p/jme-simple-examples/source/browse/#hg%2FJMESimpleExamples%2Fsrc%2Fcom%2FsimpleEditor

Also, possibly someone elso would like to adarpt it. :slight_smile:

@xuligano said: Simply lay out the code ;) I would be so happy :affe:

Grab the code on the first post. :slight_smile: