Author: Guillem Travila
Repository: https://github.com/traguill/Ezwix-Engine
License: https://github.com/traguill/Ezwix-Engine/blob/master/LICENSE.txt
Demo video: https://www.youtube.com/watch?v=dHFYKukKWSc
The last assignment for the engines class was to incorporate shaders in the engine. Here is how it works:
1- Drop the vertex program and/or fragment program to import it. There is a message in the console with the result of the compilation. 2- Go to Window/MaterialCreator 3- Write the path to save the material. Ex: /Assets/test.mat (Must have .mat extension) 4- Choose the vertex and fragment program to use 5- Add all the uniforms that the shader is using. If it's a sampler2D select an imported texture or rendertexture. 6- Click create shader. The result message shows if it has been successful. 7- Select a gameobject with a mesh and material and change the material.
All objects uses the default shader if no material is specified. The default shader uses:
Move the camera with arrow keys
Move the camera with the mouse wheel pressed
Zoom in/out with the mouse wheel
Left Alt + Right mouse orbit the camera (Needs improvement)
Left Alt + Left Click to select an Object
Left Ctrl + S to save a scene
File:
Windows:
Right mouse click on the window to show the options:
Note: all components need to have first a transform component attached. Do NOT try to add a component to a GameObject which it's parent doesn't have a Transform component Do NOT change the position of a static GameObject.
Press play to start the game simulation. Pause to Stop (and play again to continue). Press stop to end the simulation.
Note: Next button doesn't work yet.
Drag and drop files and/or folders to the application.
Accepted formats:
Left click on a folder/file to show the options. It is possible to modify a texture or mesh and the editor automatically reimports the new files.