返回资讯中心
外部精选
软件工程
#开发者实时流

Virtual3D – Vulkan 3D Engine&Editor

Requires:Net 11 Runtimes & OpenAL redist.

Hacker News 最新antonyrobwells2026/10/20 · 17 天前30 分钟阅读

以下正文同步自 Hacker News 最新,版权归原站所有,已转换为易读排版。

Requires:Net 11 Runtimes & OpenAL redist.

Windows 3D engine and editor. Gameplay is C#. Scenes, materials, UI, and effects are built in the editor. Packaged games run on Vulkan. The editor is listed first, then the engine.

Windows tools for building the project. Scene Editor, Material Editor, and Project Manager are pinned on the Hub by default. The editor UI is in English, French, Brazilian Portuguese, and Japanese.

Pick a project folder, search workspaces, and pin the ones you use. Each card opens an editor.

The 3D scene tool: graph, view, properties, content, and console, plus Tools and Editors menus.

Node graph for PBR surfaces, with a live preview, compile, and export.

Author particle effects and preview them against a scene.

Palette, tree, and canvas for UI documents used by menus, HUD, and editor panels. Reparent any control. Ctrl-drag selects every control fully inside the marquee, and dragging one selected control moves the set in one undo step. The canvas uses the game font.

Visual wiring beside C#, with variables and conditions evaluated at runtime.

In-editor C# with compile, highlighting, and completion. Scripts also reload from disk while the editor is open.

Startup state, branding, content packs, and Create Build / Rebuild for the Vulkan player.

Tree, View, and Generation docks for body types under Beings/. Each body part is a chunk file in the body folder (mesh, materials, sockets). New Being scans those folders. Preview shows the selected torso as a bind-pose mesh under three-point lights.

Panels dock, tab, and undock to their own window. Drag guides appear near the cursor. Space solos a docked panel, and Space again restores the layout. Each editor keeps its own window layout.

Hierarchy of nodes and layers. Layers nest inside layers, with visibility, physics, and graph-update toggles that cascade. Vis Scan lists what the editor camera can see.

Fly the camera with right-mouse look and WASD. Transform gizmos, snap, and local or world space. Right-click for Create, Transform, Hierarchy, and Visibility. A selection strip offers focus, isolate, visible, static, shadows, duplicate, and delete.

Top-right viewport menu for wireframe, shaded, or textured lighting, plus toggles for lights, cameras, sounds, empties, the grid, and navigation helpers.

Inspector for the selection, with a class and name banner. Script fields marked for the editor show up here, including ranges and categories. Drops from the Content Browser fill path fields. Material select lists every material on the node.

Project folder tree and grid, favorites bar, and live refresh. Projects can register extra file types and icons. Drag models, scripts, UI, and particles into the view or the graph.

Print, warning, and error lines with filters. Script compile and tool jobs report here.

Open, save, and a recent-scenes menu. The editor reopens the last scene on boot. While idle it keeps five recovery snapshots (scene and navigation) under File, Recovery Scene.

Test Project runs the scene in the editor. Stop is Shift+Esc, so Esc stays free for an in-game pause menu. Editor jobs show on the status bar. Undo and redo cover transforms, property edits, and mesh edits.

Primitives, empty transform nodes, lights, cameras, collision boxes, and water planes. Drop a gameplay script, component, or interaction script onto a node to attach it.

Lock picking to the selected object and its children. Vertex, line, and triangle edit with a depth-tested overlay. The first edit makes the mesh unique. Flip Normals reverses every vertex normal in one undo step.

Array (linear or radial, shared mesh) and Bevel (width, segments, angle). The stack shows in the Scene Graph. Cancel or Apply in Properties, and the result saves with the scene.

Boolean add, cut, and intersect on meshes in the viewport.

Flat, heightmap, or noise terrain, then sculpt and paint.

Bake a walk mesh from static and terrain geometry as a status-bar job. Preview the grid, influences, and paths. Cell size coarsens on huge probe grids.

Audits the live scene for heavy shadows, dead lights, dense dynamic collision, and similar cost, with undoable fixes.

FBX and V3D drop into the scene. Import builds tangents in-engine and can match project textures by filename. Ambient-occlusion, emissive, and height maps are skipped. The emissive colour is kept.

Math, texture, UV, noise, and output nodes. Compile to a shader, preview on a mesh, and export. Custom graphs can ship as user materials.

Albedo, normal, metallic, roughness, ambient occlusion, emissive, and height. Each map can be cleared back to the engine default. Transparent blends albedo alpha after lighting. Emissive colour is HDR, with an intensity on the color picker.

Ray tracing quality, reflections, ray-tracing anti-aliasing, cubemap sky in reflections, ray-traced water, shadow quality, image-based lighting, volumetrics, scene and UI anti-aliasing, and upscaling.

Bloom, depth of field, vignette, grain, ambient occlusion, chromatic aberration, ACES tone mapping, lens flare, and presets. ACES runs only while that effect is on.

Bakes static opaque meshes on a background job, with texel density, one atlas page per mesh, and CPU ray traversal for shadows and global illumination. Dynamic meshes stay realtime.

Display HDR, scene options, and the play theme and font. Camera fly speed runs from 0.1 to 10.

Timeline for camera, node, sprite, effects, music, narration, screen color, and camera-shot tracks. Mute, solo, lock, markers, audio scrub, and record a pose at the playhead. Nested clips can run inside a host shot.

Dialog trees: text, voice, portraits, and events before and after a line. A leaf node can finish the conversation on a reply.

Action lists: waits, music, conversations, cinematics, fades, registers, wait-until-interaction, and custom actions that point at your scripts.

Place skeletal clips on a 2D graph (idle, walk, run) and preview the blend on the mesh.

Dark Flat and Light Flat are solid editor themes. Tooltips use theme colors and sit on the hovered control.

The project generates a Game solution and an Editor solution. Game code references the engine. Editor-window scripts stay in the Editor project so they do not ship in the player. Set a menu path and the window shows under Tools or Plugins. Reload rediscovers plugins.

Packs the Vulkan player, launcher, and Settings app. Rebuild updates the content pack in place and refreshes the last build folder. Compress and encrypt are project toggles.

Product name, splash, embedded exe icon, optional company intro video, and a custom cursor (image or animated cursor) for Test Project and the player.

Ships with the build. Presets, display, quality, anti-aliasing, post, and fullscreen.

Audit walks scenes, nodes, components, and interactions, including a contents index and bottlenecks. Memory Trace lists loaded textures and models and their sizes, with an FPS and VRAM overlay while you work.

Chat with a local model and generate images on the GPU from the editor. Fun menu includes a media player, internet radio, and an NES player. VirtualReader opens the documentation book, including from a double-click in Explorer.

The runtime behind the editor, Test Project, and shipped games. Gameplay is C#. Packaged games run on Vulkan, and the device needs hardware ray tracing.

Vulkan 1.3 for the editor, Test Project, and the player. Shaders compile to SPIR-V. Create Build copies the live shader set into the game.

Raster draws the view. Ray tracing adds reflections, shadows, and dielectric bounces. Quality runs from a short performance preset up through cinematic bounce counts, with denoise and temporal history. Misses can sample the cubemap sky.

Primary rays jitter and resolve over time. Past the mid distance, extra rays and a wider denoise soften far edges. Both toggles save with the scene.

The base lighting path for meshes that are not fully ray traced. Occlusion culling and meshlet bounds skip work the camera cannot see. An idle scene view keeps the last frame.

Native resolution, FSR 3, or the built-in temporal upscaler, plus an internal render scale. Texture quality is Ultra, High, Mid, or Low. Models cook to texture caches.

Mesh rays run on the GPU against a persistent acceleration structure, for editor picking and for batched queries such as navigation bake.

Point, spot, and directional lights. Shadow quality runs from Retro 0.5K through Ultra 8K. Directional lights use cascaded shadow maps. Point and spot lights use depth cubemaps. Soft shadows harden where they meet a surface. Dynamic objects still shadow baked static meshes.

HDR cubemap sky and environment lighting. With environment lighting off, deferred ambient drops out and the skybox stays. The sky stays closed when you look straight up.

Fog marches inside light ranges, with temporal history and a depth-aware upsample. The lighting path stays lean while fog is off.

Lens flare is limited to large bright sources. Emissive bloom uses HDR intensity, and emissive maps count as scene glow.

Static opaque meshes sample a baked atlas and still receive realtime shadows from moving casters.

Water planes follow the camera, with planar reflection and refraction, or ray-traced reflection and refraction plus normal-map ripples. Decals project onto surfaces. Rain streaks cull under roofs and bridges and wrap to the lip of an opening. Puddles leave water planes alone.

Bloom, depth of field, vignette, grain, ambient occlusion, chromatic aberration, film tone mapping, motion blur, and a digital-glitch pass for menus. Particles run on the CPU and GPU, including sprite sheets, and can show up in ray-traced reflections.

A hierarchy of nodes with tags and layers. Prefabs save from the Content Browser. Actor scripts handle init, update, input, and spawn. Components add a mesh, light, camera, animator, navigation agent, water, decal, or your own behaviour. Node logic scripts run init, play, stop, and update and save with the scene. Interactions cover enter, leave, click, and use on any node, including imported meshes.

A game state is a full screen flow (menus, HUD, loading) and can mount a UI overlay. A project session object survives scene loads.

Jolt rigid bodies, impulses, and ground probes. Collision boxes have an outline and face handles. A ready first-person controller includes a capsule and look camera. Look angles save and load. While a menu is up, move, jump, fire, and interact stay blocked. Carry holds an aimed object in front of the camera.

Mid-play saves restore look, music position, and event progress, and they skip the opening cinematic on load. A loading screen covers scene restores. Open menus pause event waits.

Skinned meshes and blend spaces mix clips from speed and direction. Pathfinding uses the baked walk mesh. If the goal is blocked, the path stops at the closest reached cell. A quest-path action can draw the guide.

Positional audio and music streams, including resume mid-track from a save. Video covers cinematics, the media player, and UI video panels, including silent panels. The same UI stack as the editor runs in game: windows, buttons, sliders, lists, docks, and code-built HUD. Layouts use a reference resolution and anchors. Backdrop blur, opacity, and flat themes apply to game UI. UI anti-aliasing is optional.

Background workers run tool jobs and optional multi-threaded scene update and rendering. Graphics preset, resolution, fullscreen, shader quality, shadow quality, upscaling, bloom, lens flare, fog, and anti-aliasing reload on boot and when play starts. The GPU caps sizes the device cannot do.

Create Build writes a content pack with full-resolution textures so the player can downscale at runtime. The player boots with a splash, an optional company intro, then the startup state at the saved resolution. It compiles game scripts, leaves editor-only scripts out, and loads custom materials and cursors from the pack. Window titles show the product v

正文由 探How 从来源站点 RSS 同步,内容未经改写;遇到排版缺失或需要图片、视频时请以原文为准。

打开原文
去社区讨论 →