Category Archives: Spectre Level Editor

Spectre Editor – Texture Cubes

For the past two weeks I’ve been working on getting skybox support working.  This has required quite a bit of work, but its finally starting to work.  I had to create a Textured Cube, and write a CubeMapped shader.  Details … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Color pickers

Today I focused on fixing up the color picker. I ended up going with http://www.codeproject.com/Articles/406126/WPF-ColorPicker-and-BrushEditor.  I did have to make some modifications to get it working the way I wanted it to.  But its looking pretty good.  Of course while working … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Stability, IFL, Improved FBX

Today I worked a little bit on the stability of the multi-threaded setup.  There were a few race conditions between the event system and the renderer which were causing crashes, those have been ironed out now.  I also improved our … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Minor GUI Updates

This week, I worked on fixing up the GUI experience. Now, the World Nodes and linked with the visual nodes in both directions.  So you can select an object and it will highlight the node, and or you can select … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Manipulators – Transitions – Multi-Scene Support

This week, I worked hard on fixing our multi-scene support.  At first, I had planned to have a separate window for every scene, its own tab, and with its own instance of Mono Game running. But it turns out MonoGame … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Movement and Reskinning

This week Dan and I worked on the look and feel of the editor.  Dan created some nice new assets for editing and placing objects while I hooked in the code to make it act as you would expect.  Overall … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Icons and Backgrounds

Today, I worked on some little touches that make the experience more fluid.  First off, while its very subtle, we now have a gradient background in the view, you can see it if you look closely.  Also the tree view … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Editing Materials

This week so far, I went ahead and added the basic material editor system into place.  So that means its time for our second development video!  Its far from finished, but you can see how its slowly taking form.  We … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Working with Multi-Selections

This week, Dan and I spent about 10 hours trying to fix a bug in MonoGame that caused Dan to be unable to build the project.  We finally figured it out and we’ve submitted a patch, though so far no … Continue reading

Posted in Games, Spectre Level Editor

Spectre Engine and Editor – DataTransfer

Today I worked on some of the less visual aspects of the engine.  So far the editor has been working with AbstractData nodes. These nodes serialize out nicely, and can contain any amount of dynamic data.  But transfering the data … Continue reading

Posted in Games, Spectre Level Editor