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        <title>Tools/Editors - Category - TimBeaudet::GameDeveloper()</title>
        <link>https://timbeaudet.com/blog/categories/tools/editors/</link>
        <description>Tools/Editors - Category - TimBeaudet::GameDeveloper()</description>
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            <webMaster>tim@tyrebytes.com (TimBeaudet)</webMaster><lastBuildDate>Wed, 02 Nov 2016 23:21:12 &#43;0000</lastBuildDate><atom:link href="https://timbeaudet.com/blog/categories/tools/editors/" rel="self" type="application/rss+xml" /><item>
    <title>Automated Build System Progress</title>
    <link>https://timbeaudet.com/blog/2016/11/02/automated-build-system-progress/</link>
    <pubDate>Wed, 02 Nov 2016 23:21:12 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/11/02/automated-build-system-progress/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2016/11/02/automated-build-system-progress/" target="_blank" rel="noopener noreffer "></a></p>
<p>I’ve been building up to this for years, and still have someÂ cogs to put into place, but I’ve finally got a major part working; the master script. The master script is something I started about 6 months ago now, wow, and ran into some issues. First I needed it to recursively search directories and run a set of scripts that would be part of the auto build process. These scripts have been</p>]]></description>
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    <title>Hot Loading Assets</title>
    <link>https://timbeaudet.com/blog/2016/09/29/hot-loading-assets/</link>
    <pubDate>Thu, 29 Sep 2016 16:54:10 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/09/29/hot-loading-assets/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/?p=312&amp;preview=true" target="_blank" rel="noopener noreffer "><br>
<video autoplay="autoplay" loop="loop" muted="" width="720" height="405"><source src="https://www.timbeaudet.com/goods/videos/demos/hot\_loading\_shaders.mp4" type="video/mp4" />Your browser does not support the video tag.</video><br>
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<p>After a random discussion on in the <a href="http://ludumdare.com/compo/irc/" target="_blank" rel="noopener noreffer ">#LudumDare</a> irc channel about directory watching and the desire to get a normal mapping shader implemented one Saturday morning I decided toÂ develop and integrate “hot loading”Â shaders scripts.Â Never heard of hot-loading assets, well the bestÂ description I can give is: <span style="text-decoration: underline;"><strong>Flipping Magical</strong></span>. No really, I can open GameÂ _Project_Â and change an asset file, like the script, hit save, and watch the effects be appliedÂ <em><strong>immediately</strong></em><strong>.</strong> It is not that difficultÂ to setup.</p>]]></description>
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<item>
    <title>Spline Editor For Fencing</title>
    <link>https://timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/</link>
    <pubDate>Sun, 18 Sep 2016 02:45:41 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/" target="_blank" rel="noopener noreffer "></a><br>
Racetracks have a lot of fencing, andÂ placing each section of fencingÂ section by sectionÂ would be a daunting task, soÂ I spent the last few hobby development sessionsÂ creating a way to edit a spline that could be attached to an object to place the fence.Â Last year I had my first experience with bezier curves when IÂ </p>]]></description>
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    <title>Animator Project</title>
    <link>https://timbeaudet.com/blog/2011/10/07/animator-project/</link>
    <pubDate>Fri, 07 Oct 2011 20:56:35 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2011/10/07/animator-project/</guid>
    <description><![CDATA[<p>The weekend after Ludum Dare some of my plans fell through so I decided to work on a simple animation project, a major feature I had to cut from my project.Â  The project was simply joints and bones with simple interpolation between keyframes.Â  The editor, or lack of, consisted of 10 key frames and a stick man with 11 joints and 10 bones.</p>
<p>After getting the mouse to drag a joint it was clear I needed to make the editor smart enough to keep the joint dragged within the length of the bone as the bones would be growing/shrinking during the animation and messing stuff up.Â  After adding the limits, it was starting to act how I wanted; although I had to press digits 0 through 9 quickly to see the animation.</p>]]></description>
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    <title>Project Generation Automation</title>
    <link>https://timbeaudet.com/blog/2011/08/19/project-generation-automation/</link>
    <pubDate>Fri, 19 Aug 2011 03:12:37 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2011/08/19/project-generation-automation/</guid>
    <description><![CDATA[<p>During the last several months or more I’ve started several projects, only to abandon them at, or soon after, blank screen.Â  Mike “PoV” Kasprzak made a <a href="http://www.toonormal.com/2011/07/31/premake-my-new-best-friend-re-msvc-xcode/" target="_blank">blog post</a> about using <a href="http://industriousone.com/premake" target="_blank" rel="noopener noreffer ">premake</a> to create a project.Â  My process had been copy a template directory, with some basic code to get to blank screen, to where I want my new project, rename as needed – create the Visual Studio project and setup everything; include and library directories, debug working directory, post-build events, etc etc…Â  Two to three hours later I had a blank screen, and rarely had motivation to continue much further.</p>]]></description>
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    <title>Over Game Editor</title>
    <link>https://timbeaudet.com/blog/2010/11/12/over-game-editor/</link>
    <pubDate>Fri, 12 Nov 2010 02:46:27 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/11/12/over-game-editor/</guid>
    <description><![CDATA[<p><strong>Originally Posted around mid-July 2010:</strong></p>
<p>During development programmers often have to make a choice between spending time making an editor or just programming away. Often they choose a middle ground, where objects can be manipulated in a horrible fashion which can in the worst cases be counter-productive. After finding many of my projects go down this road I’ve decided to make a framework to quickly create an editing environment for designers of the game. This gives the benefits of an intuitive Win32 interface, while giving full power to the programmer.</p>]]></description>
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    <title>Scrapyard Racing! Week 1 Wrapup</title>
    <link>https://timbeaudet.com/blog/2010/10/09/scrapyard-racing-week-1-wrapup/</link>
    <pubDate>Sat, 09 Oct 2010 02:13:17 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/10/09/scrapyard-racing-week-1-wrapup/</guid>
    <description><![CDATA[<p>Now it has officially been a week since I started the project.Â  I must say I am pleased with the progress made so far, although things need to start moving along a little quicker.Â  I am still knee deep in the editor, although wow, has it come a long ways in a single week.Â  If I must say so, this is likely the best editor Iâ€™ve ever made.Â  It has almost complete undo/redo support.Â  I canâ€™t say I am pleased with the code behind the editor.Â  Maintaining this will end up being a nightmare, I can feel it already.Â  A lot of copy/paste code segments for things like add/delete checkpoints / track nodes and other bits of information.</p>]]></description>
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    <title>Scrapyard Racing! Track Editor and Tools</title>
    <link>https://timbeaudet.com/blog/2010/10/05/scrapyard-racing-track-editor-and-tools/</link>
    <pubDate>Tue, 05 Oct 2010 02:08:53 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/10/05/scrapyard-racing-track-editor-and-tools/</guid>
    <description><![CDATA[<p>Well progress has been coming since I last posted the Splash screen.Â  I have been working on some tools, in particular the track editor.Â  I remain vague about my game idea for the current time, but it will be a racing game; for all intent and purposes.Â  I am focusing efforts on being unique, and a thorough google search only brought up 2 other â€œpersonalâ€ projects/attempts at what I am doing.Â  I am hoping that serves to my advantage, but I am happy to know I have an idea that is more original than just making an Pac-Man clone with different theme.</p>]]></description>
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