Simple World Editor (v0.18)

Hi Mifth,

I really like your simple world editor. I have a few suggestions that I think might be helpful.

Documentation:

The “simple” aspect of your editor is quickly becoming “not-so-simple” as you add more functionality. To this end, I would suggest writing a document to explain how to use it. I know that English is not your first language, so I will volunteer to proof read your document for you, if you would like. I am a native English speaker and have been teaching English in Brazil for almost twenty years. I look at the jME forums almost everyday, so if you want my email for contact, just let me know.

GUI:

I think your GUI is fine and the color scheme is very cool. You say that you want to make the GUI cooler. I don’t think that is necessary. The GUI is very cool as it is. It will need the obvious adjustment as the app grows, as is to be expected. I like your choice of Nifty, as it shows what results can be achieved with the Nifty library. There are some very small English mistakes that should be rectified, but nothing too serious. Your ENTITIES tab should probably be called ASSETS, since this is what you are dealing with.

Integration with JMP:

I like to use blender full screen with JMP open. It is quite easy to Alt-Tab between applications. And now we can execute blender from within JMP once a .blend file is selected, which is really nice. I think your app could be executed in a similar fashion, having a button to open it in JMP. It would probably be better if it could default to full screen when it first opens too. And it would be good to have an appropriate icon to appear in the task bar (I’m running Win 8.1) rather than the default java tea cup.

Well, those are my comments. I hope they have given you something to think about.

Até mais!

PS. I’m also really hoping that the Nifty Editor goes ahead. That is another cool project too.

@alfinete said: Hi Mifth,

I really like your simple world editor. I have a few suggestions that I think might be helpful.

Documentation:

GUI:

Integration with JMP:

Well, those are my comments. I hope they have given you something to think about.

Até mais!

PS. I’m also really hoping that the Nifty Editor goes ahead. That is another cool project too.

Hey! Thank you for such suggestions!
I still have not so much time: job+freelance+wife take the time. :slight_smile:
And the SWE is still one-man-project. But i want it to become the community project. I hope this will be changed when i add some cool features (lights positioning, physics etc…).

Docs - take into account, I’ll ping you when i do some docs.
GUI - gui will not be changed anymore. 0.15 version has a final gui theme.
Tab Name changed here Google Code Archive - Long-term storage for Google Code Project Hosting.

Integration - if the project will grow, then there will be integration with the SDK. *.swe file extension will be used to open the scene.

But right now i still need to do much work for the editor.

Some updates:
[video]http://www.youtube.com/watch?v=YJKGQVH3yh4&feature=youtu.be[/video]

Shortcuts now:
Shft+LeftClick - Additive selection
Ctrl+LeftClick - rectangle selection mode
A - select/deselect
Ctrl+C - clone
Delete - delete
Ctrl+z and Ctrl+Shift+Z - undo/redo
WER - move/rotate/scale
Shift+W Shift+E Shift+R - World/Local/View coordinates

Numpad 1,3,7 - front/left/top camera view

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Version 0.16 is out.

Changes:

  • Refactoring.
  • Added many shortcuts.

Binaries are here:
https://drive.google.com/folderview?id=0B-0uFh8DG9inSWdQY29MT3d2a2s&usp=sharing

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Looking good! I think SWE could be a really good starting point for developers who want to make their game moddable by novice users, since it’s at that place in between the SDK and a game with just a scriptable console.

Have you put it through its paces yet, doing a little project from beginning to end with it?

@erlend_sh said: Looking good! I think SWE could be a really good starting point for developers who want to make their game moddable by novice users, since it's at that place in between the SDK and a game with just a scriptable console.

Have you put it through its paces yet, doing a little project from beginning to end with it?

Thanks! :slight_smile:

I need to make some improvements and refactoring still to make it fully usable. But it will happen soon. :slight_smile:
Then i will make some tutorials.

Hello @ghoust .
I refactored the SWE. Models now can have the same name but different paths. You can pay now with it. :slight_smile:
http://code.google.com/p/simple-world-editor/source/detail?r=577ca0761921c6b141cd400abf5c89e9d36040e2

SWE 0.18 is out.

  • json scene is now on Gson
  • scene file refactoring. Now it’s easy to implement swe file in any game.
  • save constraints values

Thanks. I love you :slight_smile:

2 Likes

Hey!

SWE is not dead. I have been refactoring many things. Layers system was refactored a lot. Now it’s possible to add 40 layers.

And also! In future the SWE will use ToneGod GUI. With this gui it will be possible to make a Unity-like editor. :slight_smile:

4 Likes

first time I came across this and it is looking pretty neat.
Not sure if I might use it in the near future but I’ll keep this one in mind - you never know :wink:

Just wondering… What functionality does the JSON provide that node properties and BinaryExporter wouldn’t? Also I’ve added lighting functionality. PM if you’d like it (or do it yourself, look into LightNode’s).
It’s just because I’ve also removed all JSON saving and loading, and everything seems to be working fine (LayerGroup settings are stored in an ‘editor’ node as node properties), but I’m wondering if I’ve missed anything out.
Edit: It’s also probably worth noting that you should use link nodes instead of directly adding the asset. If you use JSON saving then it’s fine, but for J3O it packages everything except textures into the 1 j3o file. Just a suggestion.

Do you have Skype? As I’d be interested in joining this project.

@fabsterpal said: Just wondering.. What functionality does the JSON provide that node properties and BinaryExporter wouldn't? Also I've added lighting functionality. PM if you'd like it (or do it yourself, look into LightNode's). It's just because I've also removed all JSON saving and loading, and everything seems to be working fine (LayerGroup settings are stored in an 'editor' node as node properties), but I'm wondering if I've missed anything out. Edit: It's also probably worth noting that you should use link nodes instead of directly adding the asset. If you use JSON saving then it's fine, but for J3O it packages everything except textures into the 1 j3o file. Just a suggestion.

Do you have Skype? As I’d be interested in joining this project.

Hello! I PM you my skype.

1 Like