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NIDL files everywhere!

Everybody that actually worked with N3 has probably stumbled over NIDL files. They are basically XML files that are compiled to c++ code via the idl compiler and then included in the project. They are used for example for defining the messages between entities/properties and for defining new scripting commands.

One of our age old problem when creating a level editor tool was the use of properties and attributes in the project. If the editor wants to be able to display information about properties and allow editing of attributes, it has to be linked to the actual project in some way since all that information is defined only in the code. At first we had the idea to turn everything into a shared library and use a simple launcher that will load the games shared library and then run it. That would allow the level editor to actually just load in the specific game’s library and add the actual properties to the project. While that would definitely be awesome we decided against that for the time being since we don’t have enough time.

Our much simpler solution is to have the level editor only use very simple entities with graphics and physics (for picking) and just use generic editor widgets for all attributes used by the entity. The drawback with this option is that it’s not possible to see the effect of most attributes live, but at least it is possible to edit, save and batch them to the level database.
However, this does not solve the problem of the editor not knowing about what attributes exist and are used by which entity class. Now this is where the NIDL files come into play again. I extended the idl compiler to support new entries for attributes and properties and even the information about what attributes are used by which property. Those NIDL files can then be used by the level editor to display and edit unknown attributes and properties, additionally the idl compiler will generate code that automatically defines and declares all attributes and even registers them in the properties automatically so that they don’t need to be defined in the code as well, thus avoiding the risk for them being out of sync.

Transparency

Well, I’m back from being sick, so this post marks the first of the brand new work year. What we’ve realized is that we need to start wrapping things up, and that means making everything work together. To do this, everything related to materials and shaders have to be fully functional in the level editor (yeah, we have a level editor too!). I have a list with things to do, but it’s mostly smaller tasks such as fixing dynamic linkage, real-time reloading of frame shaders and material palette etc. Seeing as one can live with not using dynamic linkage (because one can just create specialized shaders), it’s more important to work on the cross-application stuff. One of the major ideas we came up with, is how to texture and set shader-specific variables to a model, without doing so in Maya using some very static and moronic GUI.

Currently, the .n3-files hold information about what texture is attached to what target. This is a problem because the .n3-files are in the export folder, which you will not commit. Instead, the assignment of variables has to lie in the work-folder, in some sort of pre-export model file. A model exported from Maya will have all its basic stuff, such as the Solid material, and no variables attached. Then, using the level editor and Nody lite (not yet implemented), one will select a model from a list of models, see a preview of that model using the assigned material and shader variables. The user can then chose to use another material from a list of materials, and see the model change in real-time. The user will also be able to set all material variables, such as texture, tessellation factor etc, depending on the shaders the material uses, and then apply the new settings. What will be happening beneath the hood is that model file will be replaced. First, the Nody lite runtime will replace the work .n3-file, so that future batches will still work smoothly, and also re-batch that one model so that it’s binary .n3-file looks right. That very user will then be done with the model, and will still be able to commit his or her export folder, and allow others to batch what he/she just did.

This of course means that I have to write another n3-writer, which writes to an xml-style model file, and then an xml-to-n3-converter which converts the xml-files to binary .n3. No problem. Nody lite will also be able to process and handle characters and particles. Nody lite can be compared to the UDK material editor. There, one has a big shader node, which has tons of inputs (basically it’s just one huge über-shader), where one can attach variables to each slot. This is basically just putting shader variables at different positions. Now, you might ask, how can Nody and Nody lite fare against such a worthy beast? Well, Nody not only lets you customize per-model shader variables and textures, but also lets you design the ENTIRE shader will every single tiny feature. Of course, this means that whatever engine you are using, you will need to support many different shaders to fully accomodate for Nody, but have in mind that one can just as easily create an übershader in Nody and use it the exact same way. But enough bragging, here’s a couple of images showing the level editor (in which I haven’t been involved) running in DX11.

This image shows Nebula running using the level editor with one global light, four spot lights, and five point lights spread out around a tiger tank. This window renders everything currently implemented using Nody, which means it uses deferred lighting, SSAO, and of course materials. You can also see the debug shape rendering, which now also works in DX11 because of the new ShapeRenderer.