As posted here.
Hello, dozens of new members o_o
and hello, Neolantis, who invited so many.
Seeing that I suddenly have the biggest personal audience for a project of mine so far, let me speak a few words about what is going on with my Microbrush level editor idea.
The year 2013 has been unhealthily busy for me with my paid job. Aside of my editor technology, I've also delved deeply into the world of functional programming with Haskell. I want to end up with a static code analysis that will change the way my company works. That project has been rather successful so far and should have a long-term positive impact on my life and my company and therefore the region where I live. The only downside is that I can't really share any information online about that project, as it's not helpful to any gaming community.
Microbrush, as a big project, has been my guide for a long time now, and along the way I decided to start with something smaller first, in the absence of enough time to do big steps.
There is this level editor for Minecraft: http://www.minecraftforum.net/topic/1902805-creeperchest-my-little-level-editor-work-in-progress/
It's based on the same technology. Every progress I make in that editor counts directly for the planned Microbrush 3 too, since they are extremely compatible to each other. In the end, it will actually be possible to copy over some plugins, recompile, and then launch without any hassle.
You might notice that I could not add a 3D mode to Cc yet. That is because I had to do a lot more work under the hood first to build a solid foundation of what is to come. My mistake with Microbrush 2 was that I didn't plan for the future. With this new technology, I did, and it will endure the ages. It has a solid programming and plugin system and a solid UI.
On the way to adding a 3D mode to Cc, I need to make some changes to the underlying framework again - in terms of updating which data to render, etc., and then later, I hope to upgrade that to a multithreaded rendering progress.
Depending on the impact of Cc with a 3D mode, I will have to see how to go on. Understand that my free time for this all is extremely limited, and as a result I have already tightened my workflows so they are now as efficient as I can make them be. Anyway, while adding a 3D mode to Cc, the overall thing will advance a lot again, and those achievements will be available to Microbrush 3 later too.
Now, what is the difference between Cc and Mb3? The general controls and plugins for the camera, the projections, handling of open worlds and views - all that will be exactly the same! What differs will be the underlying API specific to the game. The API I have created for Minecraft maps all the important Minecraft level data to easily accessible data structures that are quite good to work with. Based on that, I can "rapidly" develop tools to manipulate the world. Because this concept has proven to be very successful for me, I will go the same route with Mb3 later. There will be a programming interface for manipulating brushes and entities, and the common tolls will just harness that interface.
That, of course, means that both editors can be extended by their users out of the box. You will be able to make new tools or explore level generation from scratch.
I won't have much other news to offer on Mb3 for the time being, as I am only one person living on a fulltime job, but trust me when I say that I have a plan and a workflow to realize that plan. It might be that Mb3 will support Half-Life 3 first, if that doesn't become one of those games mainly created in an external modeller. There's still so much to do for me...
Thank you for your attention and your faith in me. It's quite motivating to see people actually follow an idea o_o