UI

Direction in cyclic spaces

Related to the edition of rotation via 2d gradients, i stumble upon a nice little logical issue: how to pick the shortest path form current value to target one when space is cyclic and not linear. Indeed, rotations are cyclic, PI and PI*3 are not the same angles, ok, but you end up at the

UI for rotation editing #2

First prototype of a widget to edit 3d rotation via a 2d plane. The 3 buttons below the gradient allows plane selection ( XY, YZ or ZX ).The black area in the Y axis is a constrain ( between 90° and 270° ). Still a lot of stuff to be done, like the processing of

UI for rotation editing #1

I wanted to enable rotation editing via a simplified 2D UI for futari-app. I have started by the most obvious way: 3 concentric circles (XYZ axis). Even if the design was cool and super simple, there was a huge problem with this widget: NOTHING is circular in the UI! Obviously this appeared once the graphical

Urho3D demo session Great work tested on windows…

Urho3D, demo session. Great work, tested on windows and osx. The end of the video is the discovery of the editor. Try out the samples. All examples: Links: sourceforge: https://sourceforge.net/projects/urho3d/ official: https://urho3d.github.io/

I’m currently working on a more user friendly…

I’m currently working on a more user friendly mesh, skeleton & materials converter. For the little story, when you export a model from blender, the blender addon outputs xml files. These files have to be parsed by the OgreXMLConverter to produce the final files. *.mesh & *.skeleton files are binaries. It’s a tedious process, especially

Mentholed blender related issue in bitbucket A long…

Mentholed blender related issue in bitbucket A long time ago (2 years maybe), i’ve worked with yacine sebti to make a bridge between a timeline editor in max/msp (yacine’s world) and openframeworks (my former world). The project was called Menthol. This prototype has been used in the void project. The openframeworks addon is here: https://bitbucket.org/frankiezafe/ofxmenthol

Tuning scores first screenshots of the game Because…

Tuning scores, first screenshots of the game. Because we present the first prototype to Lisa Nelson and the Contredanse crew very soon, we rushed a lot this week and first results are promising: a bunch of objects are ready to be manipulated; it’s possible to play on 2 different computers seamlessly (identical physical world); each

Sound source linked to Puredata After the work…

Sound source linked to Puredata. After the work of yesterday, a bit tedious, and a bit of cosmetics in pd, sound sources are now correctly linked with the sound. Pan is controlled by the x coordinates of the source. Source also send the file path to play to the track. The 3 tracks you see

Edition tool first draft This is the first…

Edition tool, first draft. This is the first step towards a game editor based on #ogre. At this stage, the application allows to reload all resources from the drive and therefore to change the materials manually without having to stop/start the viewer each time. Lights are also selectable and modifiable. It’s obviously much less clean

Navigation along the structure After some refactoring the…

Navigation along the structure. After some refactoring, the system starts to behave nicely: objects position, size and orientation are described in an xml, much easier to modify gaps (the space between joints, marked by a white sphere), are rendered automatically by the engine camera rig (a hierarchy of objects including camera and lights) is able

Game controller wrapper Just finished a nice piece…

Game controller wrapper. Just finished a nice piece of code to manage gamepads (and potentially joysticks) in an efficient and clean way. For start, you just ask Input manager to start a game controller input::InputManager::openGameController(0); To get the information out of the InputManager, you call: input::DataFrame input_frame; input::InputManager::getInputFrame( &input_frame ); To detect change events (equivalent

First video for peel in #ogre3d All interactions…

First video for peel in #ogre3d! All interactions goes via a cross allowing 4 actions. If the player press the top half of the screen, he/she manipulates the top part of the tube. If the player press the bottom half of the screen, he/she manipulates the camera. peel – game, first touch and feel from

Cel shading + bloom effect Empty example as…

Cel shading + bloom effect. Empty example, as in the issue “prepare an empty example working on linux using v2.0” (https://bitbucket.org/frankiezafe/polymorph-engine/issues/1/prepare-an-empty-example-working-on-linux) is finished! In the example, the UI allows to modify the cel-shading params dynamically. The repository is here: https://bitbucket.org/frankiezafe/polymorph-engine/, and always accessible in the right column “polymorph engine source”