Scene editor for rg3d engine.
rg3d engine getting bigger, but still does not have scene editor what makes creation of scenes harder - you have to use 3d editors (like Blender, 3ds Max, etc.) to create scenes in them, no need to say that this looks like "hack" instead of normal solution. This editor is planned to be relatively small; not tied to any type of game. It will be used to compose scene from existing 3d models, setup physics, and all such stuff.
It should be noted that this editor is the scene editor, it does not allow you to run your game inside like many other editors do (Unreal Engine, Unity, etc.). This fact means that each prototyping iteration of your game will take more time. Having the ability to run game inside editor would be nice indeed, but this is too much work for one person and I just don't want to spend time on this.
Fresh build:
git clone https://github.com/mrDIMAS/rg3d
git clone https://github.com/mrDIMAS/rusty-editor
cd rusty-editor
cargo run --release
Update to latest and run:
cd rg3d
git pull
cd ../rusty-editor
git pull
cargo run --release
rgs
files can be loaded as standard model resources:
use rg3d::scene::Scene;
// Create test scene, this step is unnecessary, if you already have some scene
// you can instantiate model into your scene.
let mut scene = Scene::default();
// There is no difference between scene created in rusty-editor and any other
// model file, so any scene can be used directly as resource.
let root = resource_manager
.request_model("your_scene.rgs")
.unwrap()
.lock()
.unwrap()
.instantiate(&mut scene)
.root;
let scene_handle = engine.scenes.add(scene);
Alternatively rgs
can be loaded by Scene::from_file
method:
use rg3d::core::visitor::Visitor;
use rg3d::scene::Scene;
// Load scene
let mut scene = Scene::from_file("your_scene.rgs", &mut engine.resource_manager.lock().unwrap()).unwrap();
...
// and add to engine
let scene_handle = engine.scenes.add(scene);
... Lots of stuff.
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