Built-in scripting editor!

This week I bring to you the built-in scripting editor. It features full integration with the engine. It will have it’s own crappier version of intellisense using reflection. The script editor highlights the reasons your code did not compile.  Built using ICSharpCode.TextEditor it has many possibilities. I’m hoping to eventually have full debugging support. Which […]

Databases

Huge thanks to Andres from BulletSharp for providing a work-around for the local inertia values. Database integration progress The last week I’ve been moving from json serialization to saving to/from a database and loading on-demand. It’s quite a lot of behind the scenes work so I don’t have a whole lot to show for the […]

World Storage, Asset Handling Improvements, Built-in multiplayer support

Previous tests used json for storing the world, this was what NetGL used. But this is not good for our target, we need something that can fetch certain parts of the world as we need it. Not all at once like in json. This is where LinqConnect comes in handy, because we don’t just want […]

Physics

I’m using Bullet if any one is interested on reading about it. Bullet is quite a famous physics engine, you may have seen it more than you realize. Below is a picture of the debug wireframe mesh that shows the physics layout in the world. For good measure is a cube sitting on the ground. […]