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It is designed for use with an external editor. It watches the files and hot reloads when you save changes. I didn't want to do a sub par job building my own te
by dschroer 4y ago
It is designed for use with an external editor. It watches the files and hot reloads when you save changes. I didn't want to do a sub par job building my own text editor.
I cant wait to hear about how it turns out for you.
- MrLeap 4y agoI've made my own fully 3d lovecraftian text editor, I'd like to give this a try and see if I can make a 3d object for my text editor, with my text editor. Does it contain facilities for export into non-parametric mesh formats? (.obj / .fbx / collada..) np if not.
- dschroer 4y agoNot yet. Its certainly something that I want to support. I want to avoid supporting all the formats so settling on a few clear options in the space is the goal. Right now its only STL since its super standard and doesn't force me to cover everything. I will likely move away from STL as things settle. Feel free to add a ticket requesting your favorite and I can look into moving to that format in the future.
- MrLeap 4y agoSure thing. I can still have fun with it in the meantime, if blender fails to export meshlab should succeed :p Very cool project
- junon 4y agoExporting to OBJ would get you 90% of the way there. If you're not doing anything but generating a mesh, then OBJ -> whatever converters exist for pretty much every datatype. OBJ is also the easiest to implement, too. Assuming whatever geometry library you're using is using _real_ geometry and not using any sort of weird volumetric rendering, etc. then it should be 'trivial' to export to OBJ.
- WillAdams 4y agoWhile I understand not wanting to include a sub par job --- just including a basic text editing facility (whatever is included as the native text object in your programming toolkit) would lower the bar for new users, and facilitate folks doing quick/simple/one-off projects.