Nice! This looks like something that I would like to test out.
Is there a functionality to support node switching between local and replicated? I know someone from the forums already did that for the old editor.
But as a whole, for the time being yeah. That’s a debate I haven’t had with myself yet, a locked repo or tarball I’ll probably do for the "can’t use with my engine customizations" case, as there’s a lot of stuff that I’m outright not even remotely open to comment on or what not.
Well that is unfortunate. I maintain my soft fork for very same reasons you outlined. I always advocate sharing code if there is no serious reason not to. In your case there really isnt. If you want this to be your personal project and you do not want to deal with accepting contributions and what not - you can still work on a public repository while clearly stating that contributions will not be accepted. At least someone would be able to learn from your work and that is moving a world to a positive direction a tiny bit. We both are working on very similar things. At least i would find it useful. The way it is now this is more a show-off project saying “look what i have”, not “look what you could use”. ¯\_(ツ)_/¯
Just my 2 cents.
I am playing with game engines for the last 20 years as an hobby , probably to compensate for the accumulated frustration created due to my daytime job (writing some code for mobile devices internals).
I was always fascinated of the inner-workings of game engines ,even ported some of them to various platforms as P.O.C. at my spare time.
Never made money out of it and didn’t plan to make any (however made large amounts of money at my day job ).
I noticed of numerous (not so successful) attempts of individuals trying to create an Game Editor for Urho3D in the past.
The question I asked myself was what is the end goal ?
If the answer was to learn about the internals of the game engine , than it make sense , I can relate to that.
However if the end goal was to make a fully featured functional Game Editor , I believe it can’t be done by a single individual in a reasonable amount of time .
The things I saw you all do in the past just amazes me every time .
If you will all share knowledge , join forces and will combine your amazing talent you will accomplish a lot more and maybe you will stand a chance in creating a fully functional developer friendly Game Editor.
Sorry for the long comment
The question I asked myself was what is the end goal ?
Phasing out my usage of WPF is my main goal. Urho3D editing is just a sideshow because it’s a complete cake-walk to do and provides enough proof-testing scenarios that I can be sure of robustness in the code generation from XAML step.
If you will all share knowledge , join forces
Already tried to get people to help years ago on an ATF based editor. I ended up just finishing it on my own and it’s been my main editor for my STL / no-nonsense fork. Kept the last early public version up sitting: https://github.com/JSandusky/UrShell
My QT stuff was never meant for Urho3D, editing of Urho3D files was also just a side-show since it was a tool using Urho3D for the rendering, which was then moved to MonoGame and WPF then sold off.
Also, no. Not happening. There’s at best 2-weeks of work on my entire to-do list, help is pointless.
ATF is supported only on Windows (I don’t understand the Sony guys).
Would not be my first choice of framework developing tools for cross-platform game engine.
Might be the reason that others didn’t help you .
QT (and wxWidgets ) will not play well with SDL on Mac OS , so it won’t work for Urho3d on Mac OS.
QT and wxWidgets are using NSView as their main objects as opposed to SDL which is using NSWindow .
I found some branch that tries to fix this issue , not sure it will work for Urho3D.
Anyway those of you that plan to try integrate Urho3D with Qt/wxWidgets on Mac (might be also Linux), prepare for sleepless nights.
@Sinoid it seems to me like you are looking for excuses to not share your work. This is perfectly fine but maybe this thread should be in showcase section then.
Also are your reasons are mute. It is very easy to work on own thing and share it all: .net bindings for Urho3D . Lets be honest with ourselves - neither you nor me will get rich from this stuff, so why not at least score in some bonus karma points
it seems to me like you are looking for excuses to not share your work … Also are your reasons are mute.
They’re not mute. The XAML pipeline is sublicensed. I don’t have authority to redistribute the code that does all of the code generation. There’s fewer than 2k lines of hand-written code and another 4k of XAML, an additional 22k entirely generated as a result of cooking down the XAML.
Thus I’d have to cook all of that and rewrite to OSS - unless you like reading a_->NotifyPropertyChanged(hashes_InternalCtrlID, hashes_InternalSrcID[SRC_HASH(a_->GetID())]); for several thousand lines.
For instance on the There’s some stuff that I would never ever OSS:
Radial-edge mesh editor
Sublicensed, I have authority to use, not to relicense - I sold that right
XAML (full databinding implementation, with all of the expression refolding wildness)
that’s sublicensed again
Thekla and DX-UVAtlas are both awful, I’m not OSS’ing a not-awful mapper that copes with non-manifolds
So not worth the work of trying to port over DX12’s raytracing to replace
Not OSS’ing, done it before - it was far more hassle than it was worth
You’re also going to make me say it. I don’t want it appearing in any external forks or seeing Linux/Mac support, period. It would never ever be OSS, if source is ever made available it’ll be under a license that puts it squarely under my thumb.
It is very easy to work on own thing and share it all
That’s my contribution for the semester, take it or leave it.
Edit: But like I’ve reiterated over and over and over and over, I’ll consider it but now is not the time. All of the points above, I can address - but I cannot wave a wand and dump it on github. That’s a few additional weeks of work and hunting for a license that gives me distribution control authority without denying modification for internal non-distributed use (aside from just a tacit “I say it’s okay so long as you don’t distribute”).