| As we always explain we don't have any visual tool to help to develop our demos and intros. In the case of the intros, we even don't have any scripting languaje support, so I basically have to hardcode everthing, from synchronization to scene description, and even models and cameras from time to time. As explained before, we used this intro to experiment a bit with creating tools, what is something nobody likes in rgba. We simply prefer spend our little spare time to do real code, not applications. Anyway, here goes some of the pictures of the tool that Utopian and me developed, and that we never used... (So much time spent for nothing!) |
![]() Very first test to see if calling normal C code could be done from .NET framework. The GUI is made in C++ NET and the rendering in the usual intro code converted to a DLL. Our first surprise arrived when looking to the code generated by the form designer... no comments (MS, do you know what the difference between a .h and a .cpp is???). ![]() Starting to design the tool on the fly (who need design docs? This shit is not gonna work anyway!) The first idea was to create ONLY a sequencer, nothing else, no fancy stuff. ![]() The timeline control. Allowed to strech scenes durations, move them, zoom in, etc, etc. ![]() I added a shader editor, with nice sintax highlight and inmediate feedback and all that nice things we never needed. ![]() And also a the texture editor, with a C interpreter included! Nice! But never used :( ![]() And and editor for some of the properties of the objects. |