Selection and naming conversion for objects in Inspiration

Published December 26, 2020
Advertisement

I was very underwhelmed with the use of numbers to represent platforms. It's always been irking me that I'm unable to call on materials by name when I need them so I thought about how to best fix that problem. I came up with reusing what I did for selecting shaders. I had a button who's callback created some text files with the shaders name and just presented a file select box. This also allows me to type in whatever I want, so I can use the same function to name things.

I brought that functionality out into it's won GUI component so now I can have as many selectors using this technique as I want. I also added in some features like validating input, and putting actual data in the text files so that the operating system's file preview system will provide information about what can be selected. In the shader for example, in the callback that provides the data, I analyze the names of functions and try to figure out what they do. Now you don't just select the name of the function you want, but you can browse them and figure out which is right for what you want.

On my Mac, the Shader selection dialogue now looks like this:

0 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement
Advertisement