Crimson gets an editor!
Hello everyone. It's been a while since my last post, I know, but I have made some very, very good progress.
Firstly, I switched frameworks from SDL to SFML. Reason being: I don't need too much control over rendering, so SFML's system works just fine, and has the added benefit of having a couple of really neat features built right in.
Second, big news! I began working on an editor for Crimson! It's still in the very early stages, but you can open and save scenes, create and delete objects, and add and remove components.
Above, you can see a simple test scene with two sprites, running completely inside the editor! You can also zoom and pan around the editor with the mouse, and the white right-angle in the corner of the crimson logo is the world origin. Next, I need to implement a way to run the game from the editor, and to display the output from the running application in the editor's output window, instead of a console.
I'm also going to rewrite Crimson's scripting solution. Right now, it's very buggy, and causes crashes for seemingly no reason. I will still be using ChaiScript, because of how easy it's API is to use.
You may also have noticed that I am now running on Windows instead of Ubuntu. I'm now using Visual Studio instead of CMake and g++. The reason for this is that I want to target Windows first, since if I were to create a game, I would want it to have support for Windows, since that is what most people like to play games on. Linux support will, of course, come later on (I am a Linux fan, so it will happen)
Thanks for reading, and subscribe to this topic to see future updates to the engine. Soon, I'll be looking for people to test my engine. If you're interested, you can send me an email: georgeashleylamb@gmail.com