My toy Vulkan renderer. Runs on macOS/Linux/Windows.
WARNING: very early stage of development, everything is going to change.
See TODO for current existing and work in progress features.
You need frill built first, and configure cmake
with -DARS_FRILL_EXECUTABLE=<path-to-frill-exe>
Compilers should be clang or MSVC.
- Create a folder and put your assets in there. It will be your project folder.
- Run
aries_importer
with cwd set to the project folder. It will import all your assets to a subdirectory.ars/
- Run
aries_editor
with cwd set to the project folder.
The only thing can be done for now is double click to open a gltf or aspawn file, edit and save it as an aspawn.
Those aspawn files reference imported data, the imported data format may change and those aspawn might be broken, thus for now the editor is no more than a fancy gltf viewer, with many limitations :(
I only use seperated gltf, and mesh tangent data must be included.
Executables in playground may not always runnable.
They are there for quick and dirty test of work in progress features, and will be removed as soon as those features are easily reachable from editor or launcher.