by Julio Jerez » Mon Nov 18, 2013 3:46 pm
One of the biggest problems I have with the engine is the big dilemma. On one side too simple demos and people believe the engine is too simple, compels demos, even moderatly complex demos and people find it too hard. Even on this thread people say when you make the cloth demo, the expectation is that is very simple.
I do understand the problem, and I think the solution is having and asset manager system.
I have been thinking and working on this for a while but I never put too much focus on it.
Basically the asset system is the Tool to in the folder Model Editor.
This is not a modeling tool, of a game engine. It is an Authoring tool for creating and editing physic effect
Basically you use to put together effect, and you export then to the format, the game engine expects.
Things that people will be able to create and edit is stuff, like (but no limited)
-Vehicles,
-Players controllers,
-Contraption of articulated bodies.
-Destructions effects. (here goes the structural destruction)
-Authoring collision tress materials.
-Creation scene and compound collision
-authoring cloth
-authoring soft bodies.
These effect will be save on the model format, (the NGD format) this will remove the file format nightmare across different game engines.
For and application to use any asset then can write a plugging expert and importer.
The tool 100% plug-in based, and there are already some plug-in samples.
The weekend I added the autodesk FBX import/export, the already open the doors to handle, FBX, Collada, and OBJ files.
The first effect that I will implement in tool is the creation of Soft bodies
This week I am working on authoring the effect in the tool, and as soon as I fining I will wrote three export plugin. The first for the sandbox demos, the second for the OSG Newton wrapper, and the thrios for the ogreNewton wrapper
I believe that by using this strategy, I can make the effect as complex as they can by, and it will not affect how it is use because the end application will only be concern with how to load the effect in their engine.