Editor UI Updates for Degine
Managed to get a good deal of work done while my internet was down for almost a week (it’s always something else). Just fixing bugs, and things that were half-working, so research was not required. Pretty amazing what you can accomplish just reading headers and with IDE auto-complete and no other help. In any case, the main addition was saving and loading of world files (what I’m calling the level or scene in Degine) and also better functionality for the graph menu (similar to an outliner).
The work was mostly visual on the UI, as the libraries and functions already worked, just with keyboard keys or hard-coded values. This means you can load different objects (e.g. glTF models), rename them in the graph, move them around, and save out the world JSON file with any changes you’ve done. Still lots of work left, but this lays out the foundation for the level format, so getting closer to getting gameplay up and running. Trying hard to get something out for end of year, which is tight but possible. May need to scale down the scope of the project and launch something minimal at first and then update as I go.