Replies: 5 comments 5 replies
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I think turning it into a new tab (along 2D, 3D and Script at the top of the editor window) would be fine. I think that turning it into an external program removes the biggest advantage Cylcops has over Qodot+Trenchbroom, which is that it doesn't need an asset import pipeline. I imagine that you would need to turn data into a resource that would be edited in that new tab (editor) and Cyclops nodes would hold those resources. One disadvantage this whole thing has is that you might have to essentially reimplement the whole 3D editor, but I haven't done anything like that and can't tell how much is reusable. Speaking of reusability, is it not possible to reuse Godot's built-in gizmos? |
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I think same as jkulawik, the biggest advantage of Cylcops over Trenchbroom and Qodot combination is its editor integrated nature. |
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As to the Autoload issues, I believe that #121 should resolve them. I might implement it myself but would like some input on it first because I suspect there is more to it than meets the eye. |
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You know what, I also had another idea. Perhaps you can just make this a Blender plugin? A large portion of the tooling is already there. Collision can be added by Godot's glTF importer. All it really lacks is the automatic UV handling, perhaps some snap options and a faster way of adding new blocks instead of |
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If you made this standalone, I'd LOVE to see this on iOS/Android. I had asked you on Ko-Fi back in like May about making some touch friendly changes like making the points use screenspace (which you did which is pretty cool), but I think even just straight up porting this tool to those platforms and just recommending users to use a stylus without making really any significant changes (to limit the amount of work) would still be sufficient. |
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Cyclops Level Builder started out with the design idea that you could drag-create objects directly in the viewport editor. As the project has become more complex, though, I keep running into more and more issues trying to keep Cyclops integrated.
The way the Godot editor is designed prevents me from responding to input or drawing graphics the way I would like to. And a lot of users are having installation issues with the 1.0.2 release due to how Godot's autoload feature works. I'm thinking of breaking Cyclops into a separate window for block editing, or maybe making it into a stand alone program, which should hopefully resolve these issues.. Let me know what you think.
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