@johncl said:
I guess where it becomes harder to use is if your control needs some initialisation besides simple properties, like how it should interact with other objects in the scene.
Yeah, I plan to add base Applications that have some limited way to communicate with the IDE so these kinds of things become easier as well. Think like an ApplicationHarness for the IDE. You can also use this with physics controls btw, thats why I added the little physics play/stop buttons. Things like little entities with CharacterControls that chase each other or smth should be completely doable in the SceneComposerA plugin in the jMonkeyEngine3 SDK, allows editing the content of j3o files which represent a complete scene or model. now. Also something like a “WaterControl” that simulates buoyancy for physics objects would be a useful and possible Control that can be used with this.
@iamcreasy said:
So, you don’t get any slowdown from jMPThe jMonkeyPlatform, a full-fledged IDE with plugins for editing jME3 content and assets. Integral part of the jME3 SDK. or NetBeans related stuff?
I get some slowdown when the OpenGL window is opened, especially with the new AWT workaround in place, mostly its due to the OpenGL and AWT thread fighting though. Also some things are done in an over-safe way or unnecessarily blocking like some of the new camera and material editor options like the Front/Side view thing and the texture preview in the MaterialEditor. Other than that NetBeans sometimes thrashes up some memory due to code scanning, normally only when I have lots of / large projects open.. Crashes or freezes are only happening with the OpenGL window open for me, lwjgl needs to get their act together here
The thing that was most annoying in the video is that I have to click once in the OpenGL window for the dragging etc to work.. Gotta change that to take focus on mouseover..