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purpurina-ide's Introduction

Hey! I'm Tobias. ๐Ÿ‘‹

I'm software and game developer from Brazil.

I consider myself a generalist programmer working with different solutions and technologies over 10+ years of professional experience. My main interests are explore technical implementations of game engines, software architecture and develop interactive/graphical applications.


  • ๐Ÿ’š Interested in game engines and graphics.
  • โœจ In free time I used to go to my magical game editor project: chronotrix (very slow steps)

purpurina-ide's People

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purpurina-ide's Issues

Implement context orchestrator architecture

Working in progress

The main process is currently a mess. I think we need urgently create better functionalities for it. For that reason I had this idea to design an architecture to simplify and automate some tasks. I will call this archtecture as context orchestration.

The application can have only one context assigned per time. We have two main contexts: launcher and editor. Each context have specific services and behaviours which controls the application flow when is active.

The context can create other "sub-contexts". These sub contexts can be a offscreen BrowserWindow too compute heavy operation or a Loading window.

It's important to say that there are global services for all contexts (like Dialogs API). For this services the main IPC will heavily used. We need to take care how the global and contexts will work together. Right now, I don't have any idea.

Diagram

ContextOrchestrator

Implement basic editor features

The name says it all.

I intend to work in architecture after I have a minimal implementation of the following features. For now, these features will be poorly implemented.

  • Asset Explorer #10
    • Import assets
    • Assets metadata generator
  • Very simple log system
  • Scene view #11
    • Create entity
    • Add/remove script to entity
    • Save scene
  • Game view #13
    • Test run
  • Build system
    • Build game to HTML5 page

Create asset importer

Main

  • Copy dragged files to project folder #12
  • Read basic files information and create metadata files
  • Build project directory hierarchy tree
  • Send data to renderer

Renderer

  • Detect drag & drop files #12
  • Create loading window
  • Create hierarchy tree view component
  • Receive data from main and render project structure
  • Create hierarchy tree navigation logic

Create scene view

Main

  • Save scene
  • Load scene

Renderer

  • Scene view component
  • Create entity
  • Create camera entity
  • Create sprite entity
  • Add/remove script to entity
  • Assign sprite to entity with drag&drop

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