There’s still a lot to do in the new development work on Glue Editor, so far though, it’s going really well.

Tool System

We’ve revamped the tool system to expand the selection of tools to make it more of a level editor rather than just a scene editor. It’s going to take some time to implement each of these tools but here’s a list of current thoughts.

Allows an object to be selected when the left mouse button is clicked if it is in the currently editable layers.
Highlights the object under the mouse when hovering.

Shows a widget with arrows on the 3 axes and the 3 moveable planes.
Planes and axes are highligted when the mouse is over them.
Left clicking and dragging an axis or plane allows the object to be moved.

Shows 3 rotational axes that highlight when the mouse is over them.
When left clicked and dragged the selected object rotates.

Shows a widget with 5 modes of scaling. Uniform, 3 planes and 3 axes.
When left clicked and dragged the selected object scales.

Right clicking and dragging allows the camera to rotate.
Middle clicking and dragging allows the camera to pan.
Scrolling the mouse wheel moves the camera backward and forward.
WASD moves the camera in fly mode.

Left clicking on a surface applies the current texture.
A texture for the walls, roof and floors can be set independently.

Left clicking on a surface places a decal.
A decal can be selected from the decal browser.

An entity can be chosen from the entity browser.
Left clicking places the entity on the surface taking collision into account.

Static geometry can be created by dragging boxes with the left mouse button.
Once a box is in place it can be resized by dragging the vertices around.
After a box is placed it is automatically selected.
Starting a new box deselects currently selected boxes.
Selecting and deselecting boxes can be done by left clicking on a certain spot.

Widget System

The windows in Glue Editor Lite are fairly rigid. With the amount of new functionality coming in the editor it makes a lot more sense to have a widget based window model allowing the user to customise the display and providing more options for each tool in a dockable window. Maybe we’ll expand this into a plugin system for user tools, not really sure yet. More info on this later.

  • Pyritie


  • Ümit YILDIZ

    Continue to work.
    Waiting to try. .-)

  • glue

    Thanks for the support guys :)

  • Ümit YILDIZ
    • glue

      The UDK editor certainly does have an impressive array of tools. The hard part is picking the most useful ones so we don’t spend a lot of time implementing things that aren’t used.

      You’ve posted a number of screenshots of other editors. Are you using any of them for your current project? I’d be interested to know your current workflow and how you’d like it to improve?

  • Cygon

    Looks neat, and tidy above all!

    Going by your efforts on Mogre I suppose this is written in .NET?

    I’m asking because I’ll soon be on the hunt for a scene editor myself (something that can place predefined game objects in a scene). Still haven’t looked into how extendable Ogitor is, but if I have to customize anything, for in-house tools I’d go with .NET over C++ any minute :)

    • glue

      Thanks Cygon :)
      Yes, this is in .NET. I respect the efforts of the Ogitor team but developing an editor in C++ isn’t for me. I’ll be extending Glue Editor in the next few months to be more of a level editor for creating games using different types of game objects. I’m in the middle of a big code refactor with many breaking changes to build support for the new features. It could be some time before it’s ready.
      You can get the source code for Glue Editor Lite on bitbucket if you want:
      If our goals are aligned, perhaps we could work on something together?