vortxEDIT : Save

Published October 17, 2012
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Been working hard at getting a save project feature working in vortxEDIT. This output will also be used by the Engine to load games
Small changes to the asset manager were done.

Here is the project file output so far. Just getting the basic elements down.

# vortxEDIT v1.0 by Lee A. Stripp
# Shaders
add_shader light_tex_dn
add_shader quad
add_shader debug
# Assets
add_asset texture data/textures/tech_2_2_d.tga
add_asset texture data/textures/tech_2_2_n.tga
add_asset mesh data/meshes/Cube.vbm
# Controls
add_composite Composite
add_scene Scene
add_object Quad Scene
add_camera Camera Scene
add_pass DR Scene
add_viewer Viewer
add_scene Scene
add_object Scene#Grid Scene
add_camera Camera Scene
add_light point Light Scene
add_object Point#Light#Empty Light
add_object Test#Cube Scene
add_pass FBO Scene
# EOF


I have also been working on a saveGameState() function that will save the current state the game is in, a save game if you will.
0 likes 4 comments

Comments

mixmaster
Asset Manager changes.
[list]
[*]Dynamic Load/Free of Asset data.
[/list]

I can now free an asset and reload its data without loosing links to all objects using it. When to free and reload data is another thing to work on. Should I leave this up to the coder or both engine control and coder control? When I start my game I'll add more control.
October 17, 2012 02:17 PM
mixmaster
Oh... I also added IOS 6 support to the iPhone/iPad examples, some things broke, it was all working fine in IOS 5.1. Bloody apple :-) This was not the engine but the Cocoa API, Grrrr.
October 17, 2012 02:21 PM
mixmaster
Save file update

[CODE]
# vortxEDIT v1.0 by Lee A. Stripp
# Shaders
add_shader light_tex_dn
add_shader quad
add_shader debug
# Assets
add_asset texture data/textures/tech_2_2_d.tga
add_asset texture data/textures/tech_2_2_n.tga
add_asset mesh Composite#Quad
add_asset mesh data/meshes/Cube.vbm
# Controls
add_composite Composite
add_scene Scene
add_object Quad Scene (0,0,0) (0,0,0) (1,1,1) Composite#Quad
add_camera Camera Scene (0,0,-0.5) (0,0,0) (1,1,1)
add_pass DR Scene
add_viewer Viewer
add_scene Scene
add_camera Camera Scene (0,1.7,-7.5) (8,0,0) (1,1,1)
add_light point Light Scene (1,2,-5) (0,0,0) (1,1,1)
add_object Test#Cube Scene (0,1,0) (0,0,0) (1,1,1) data/meshes/Cube.vbm
add_pass FBO Scene
# EOF
[/CODE]
October 17, 2012 05:55 PM
mixmaster
And yet another update.. Now showing how I link up any connections that can't be made at scene build time. For example Lights may not of been added to the scene yet and I need to link them to objects etc...

[CODE]
# vortxEDIT v1.0 by Lee A. Stripp

# Shaders
add_shader light_tex_dn
add_shader quad
add_shader debug

# Assets
add_asset texture data/textures/tech_2_2_d.tga
add_asset texture data/textures/tech_2_2_n.tga
add_asset mesh Composite#Quat
add_asset mesh data/meshes/Cube.vbm

# Controls
add_composite Composite
add_scene Scene
add_object Quad Scene (0,0,0) (0,0,0) (1,1,1) Composite#Quat
add_camera Camera Scene (0,0,-0.5) (0,0,0) (1,1,1)
add_pass DR Scene Camera Camera
add_viewer Viewer
add_scene Scene
add_camera Camera Scene (0,1.7,-7.5) (8,0,0) (1,1,1)
add_light point Light Scene (1,2,-5) (0,0,0) (1,1,1)
add_object Test#Cube Scene (0,1,0) (0,0,0) (1,1,1) data/meshes/Cube.vbm
add_pass FBO Scene Camera Camera

# Control Links
find_control Composite
find_scene Scene
find_control Viewer
find_scene Scene
link_light Light Test#Cube

# EOF
[/CODE]
October 18, 2012 01:59 PM
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