Monthly Archives: August, 2012

Ryzom Core GUI Editor as of today

I’ve made two videos to show how the Ryzom GUI Editor works right at the moment.

The first video was basically meant as a features demo, to show all the currently available features of the editor.
It shows the following features, using the Ryzom Core login screen as an example:

  • Link editor
  • Process editor
  • Action editor
  • Project editor
  • GUI hierarchy traversal
  • Live preview of the GUI widget property changes

The second video shows some changes being made to the login screen, and then those changes saved into a new GUI XML file which is then loaded by the client.
Basically it is fairly simple. All one has to do is:

  • load a project into the editor,
  • make changes,
  • save them ( into a new XML file, if the project loads the old Ryzom XMLs, since those are made of sets of files, and the editor saves into a single file only ),
  • copy them into the client’s data/gamedev directory,
  • edit the client config so instead of the old XML set the new file is loaded
  • start up the client and see the results!

Enjoy! However please don’t forget that all this is only a little preview, a teaser even. There’s still a lot of work to be done, until the GUI Editor will be a fully functional tool!




So I’ve started to learn 3D programming with OpenGL. One of my first little programs is demonstrated here:

It’s a little demo that does the same as the dxdiag directdraw bouncing box used to be. Nothing special, just a GL_TRIANGLE_FAN primitive with 4 vertices, moving around. However I enjoyed coding it, so it’s a good start!

I’m learning from the book OpenGL Superbible 5th edition. So far it seems to be a very good read, it starts from the basics and builds up your knowledge. The code examples are also fairly simple: It comes with a small library called GLTools and also it uses GLEW and GLUT, to make work faster and more focused on visible results, instead of writing pages of platform dependent initializing code. I can only recommend it!

Once I am a bit more confident with OpenGL I plan on starting to use Qt to actually display stuff.