This has been in the works for most of the past month now. Up until just recently, "projects" in Core were basically non-existent. Now, with CoreFactory, you can manage projects, compile them, and even test them from within the IDE.
Here are some key updates since my last post:
- Code is highlighted (keywords and built-in "Core Commands")
- Multiple files can be opened at once in a nice little tabbed interface.
- Both code files and resources are now "compiled" and encrypted. All encryption currently uses the same key, but eventually this will tie into a system for controlling the distribution of your games/projects.
- Projects can be compiled as libraries and included in one another. (both resources and code)
- Physics constraints (ball, hinge, upvector, etc.) can be added through the script now, though at the moment only upvector has been added.
- Core can grab information from web pages, I don't remember if I mentioned this in my last post, but it'll make it easy to tie your games/worlds into a web interface for managing stats and whatnot.
- Work is started on an "editor" mode for CoreFactory. Basically, when you open your project up in CoreFactory, it gets an "editor" library placed on top of it, for doing things like editing maps, and flying around with a debug camera.
- Core Errors are reported with a pop-up window, and you are returned to your code for review.
There have been loads of bug fixes and optimizations as well, but those aren't as fun to talk about. Anyways, this is exciting for me because it means that I can actually start getting to work on the games I've been wanting to make with this. Actually, the development of Tynkin is basically what's driving the development of CoreFactory as I realize the need for features and fixes.