I have uploaded Xbox 360 and x86 (PC) builds (dlls) of the new version 0.3.1 JigLibX, the physics engine used by the Innovation Engine. They can be downloaded then referenced by your projects, depending on the target platform (Xbox or PC). http://www.innovativegames.net/upload/JigLibX
In this chapter, we are going to focus on the Tool Box part of the editor. This toolbox will be a tree of categories and the components available in them, which will be constructed by scanning for components in the assemblies linked to by the game’s .csproj that we are working with. To start, add [...]
In this chapter, we are going to get started on our editor. To get started, add a new project to your solution. However, this time we will make it a “Windows Forms” project. This will create a project with the necessary references to use windows forms in your project. These forms are the basis of [...]
Before I get into the code behind the game editor, I wanted to post some information about how it works. I want to do this both to keep the actual tutorial shorter (because it’s looonnnnggggg right now), and to help you better understand what we are doing when we write the code itself. The editor [...]
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February 24th, 2009 by Sean