Today I’d like to talk about development of Celelej Game Engine version 2.
As you may see on published screenshots (more about features here)
project is looking better than the old one.
But you could ask how was it in the past?
Fortunately I have got some historical screenshots from editor app during development from early beginning until now.
I must confess there were plenty of problems to resolve.
How to design Core logic to achieve the best performance?
How to implement games logic scripting backend?
Should I redesign Visject?
Or maybe old content management system is weak?
Furthermore through first 6-7 months there was literally nothing to show in project.
Only crappy window with some crazy colored rectangles.
That’s why I used to develop project more in secret as I wanted.
During that first phase my work was consisted of 2 parts: rewriting and redesigning.
I had to restore all nice features from the old Celelej.
On the other hand I knew which parts should be new.
Ideal mix of those two resulted something that you can see now.
Finally I hope you like engine or maybe just photos interest you.
This would mean my job has been done properly.
Now I’m during creating C# scripting backend that will be used by games logic.
For curious people here is a link for my Trello board with current roadmap of the project.
I also plan to create custom website with a special service for community where people could add custom feature requests.
But first, release product.
Lukáš Jech · October 6, 2016 at 5:44 PM
so you are rendering UI in directx/ogl? instead of winforms?
Wojciech Figat · October 7, 2016 at 1:37 PM
Yes. Whole Editor UI is running fully on GPU in 60FPS. Using WinForms wasn’t bad at all but new GUI is much faster.
Lukáš Jech · October 7, 2016 at 2:05 PM
The only problem in WinForms by me is that it has only one UI thread so it’s “blocking” it’self with more intesive tasks like curves and Visjects 🙂
Jakub Kuniszewski · October 9, 2016 at 12:42 PM
You are Rendering UI (Buttons, other controls) with the DirectX ? Is this even possible ?
I thought that DirectX is designed for 3D graphics, not for the things in which winforms or Qt can be used.
I can’t google anything like this.
Lukáš Jech · October 9, 2016 at 12:45 PM
It’s called Direct2D or you can just use orthographic projection instead of perspective to create UI 🙂
Jakub Kuniszewski · October 9, 2016 at 12:54 PM
So It’s Direct2D App with the Direct3D client window inside ?
Lukáš Jech · October 9, 2016 at 1:12 PM
Direct2D and Direct3D can share same context (if i’m not mistaken) so it’s one Window with both Direct2D and Direct3D coexisting 🙂
Jakub Kuniszewski · October 9, 2016 at 1:19 PM
It look really impossible to imagine with all those controls and TabControls – all coded in Direct2D and Direct3d instead of winforms :d
Lukáš Jech · October 9, 2016 at 1:22 PM
that’s probably why it took almost two years to show something and not just colored cubes 😀