- Updated UI engine
Alien Engine is a Game Engine made by Víctor Segura Blanco and Oriol Capdevila Salinas forked by Pol Recasens Sarrà and Gerard Clotet Rodríguez, two studens from CITM University, Terrassa. The user can check the editor options activating them in the renderer window.
- Alien Engine Repository
- Alien Engine Releases
- Pol Recasens Sarrà GitHub page
- Gerard Clotet Rodríguez GitHub page
- Web Page
- Right Click + W/A/S/D: For Movement
- Right Click + Z/X: For Going Up/Down
- Left Alt + Left Click: Rotate
- Left Alt + Middle Click: Move with mouse
- F: Focus the selected object
- L: Look the selected object
- Mouse Wheel: Zoom In/Out
- W: Translate Mode
- E: Rotate Mode
- R: Scale Mode
- Shift + W: GLOBAL TRANSFORM MODE
- Shift + L: LOCAL TRANSFORM MODE
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Left Ctrl / Rigth Ctrl + A: Panel About
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Left Ctrl / Rigth Ctrl + I: Panel Project
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Left Ctrl / Rigth Ctrl + O: Panel Config
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Left Ctrl / Rigth Ctrl + T: Panel Console
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Left Ctrl / Rigth Ctrl + R: Panel Render
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Left Ctrl / Rigth Ctrl + U: Panel Hierarchy
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Left Ctrl / Rigth Ctrl + P: Panel Create Object
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Left Ctrl / Rigth Ctrl + M: Panel Inspector
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Left Ctrl / Rigth Ctrl + E: Panel Scene
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Left Ctrl / Rigth Ctrl + D: Panel ImGui Demo
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Left Ctrl / Rigth Ctrl + B: Edit Layouts
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Left Ctrl / Rigth Ctrl + G: Panel Game
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Left Ctrl / Rigth Ctrl + S: Save Scene
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Left Ctrl / Rigth Ctrl + N: New Scene
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Left Ctrl / Rigth Ctrl + L: Load Scene
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Left Alt / Rigth Alt + S: Save Scene as...
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Left Ctrl / Rigth Ctrl + Z: Reverse Action
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Left Ctrl / Rigth Ctrl + Y: Advance Action
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Left Alt / Rigth Alt + F1: Report Bug
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F3: Mesh View
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F4: Wireframe Mode
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F5: View Grid
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F6: View Normal Vertex
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F7: View Normal Face
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F8: View Outline
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F9: View AABB
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F10: View OBB
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F11: View Octree
- Component Image
- Component Button
- Component Canvas
- Component InputText
- Component CheckBox
- Component Label
- Resource Font
- Implemented TrueType
- Component Button
- Serialize UI
- Layouts: Personalized layouts that you can create, remove or edit, and save separately
- Shortcuts System: can be customized in Panel Config
- Outline: similar to Unity, parent and children different colors
- Scene inside a ImGui Window
- Docking
- Component Light
- Everything customazible at Panel Render
- Component Material Opacity and Loaded Textures Selectors
- Hierarchy System Done and Drag and Drop in Hierarchy Panel
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Control + Z (Undo)/ Control + Y (Redo): System that allows the user to go back actions made and then, if the user doesn't change the timeline, then can recover the same actions they just got back. This line is respected between the scene and the prefab scene also, so you can undo and redo actions individually between scenes and the timelines don't get lost.
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Prefabs: You can save models with all their changes in a prefab, so the user is allowed to save concrete models and presets linked to the original. You also can lock the prefab so if you change the original prefab, the locked one stays as a variant. You also can rewrite the original prefab and make the locked one the original or the inverse, make the locked one as the original. To Open the prefab and go to their particular scene the user can double-click on the file in the explorer window or open prefab in inspector or right click in hierarchy. The user can create a prefab dragging it inside the prefab folder in the explorer or its children, or making it a prefab with the right click menu.
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Explorer Window: The user can manage all folders and assets within the explorer window as they please, like create folders, delete folders and assets, reorganize folders and assets, renames, drag&drops to scene, etc.
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Scene Management: The user can load, save and create scenes with a window explorer.
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Mini Camera Preview in scene: little window in scene that appears if the user selects a game object with a camera to allow them to see how it would look in the game.
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Copy&Paste Components: You can copy a component an paste it in an existing one of the same type and all the data gets rewrited.
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Panel Game: Panel where the scene gets printed from the selected game camera view. It's independent from the scene panel so the user can visualize them at the same time.
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Light and Camera Icons in Scene: Icons that show where this components are and help in the mousepicking of them.
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Octree: To view octree, check box in the panel renderer in the octree options must be active and at least one gameobject with mesh must be static.
- Panel Configuration: Options to change name, max fps and see information about hardware and framerate. Also there you can customize shortcuts, windows style, the window size and mouse inputs.
- Panel Console: Here you can see errors and information about what you load.
- Panel Scene: Simple panel with just the scene inside.
- Panel Inspector: Shows the components information of the selected object.
- Panel Hierarchy: Shows the hierarcchy of the all game objects that are in the scene, here you can change parents.
- Panel Render: Here you can customize mesh, background, grid, normal of vertex and faces, outline... changing the color, the line width, length...
- Panel Create Object: Panel with options to select and create the primitive object you want.
- Panel Layout: Two types of panels, one to create a new layout and the other with info about all layouts (here you can remove or rename layouts).
- Panel About: Base info about creators of this software and libraries used.
MIT License
Copyright (c) 2019 Pol Recasens Sarrà & Gerard Clotet Rodríguez.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.