Particle Asset Creation
So far the particle asset creation is not in the editor that is released but i can talk about it a bit.
At the moment i have it setup that each variation field can have 4 datafields, their time values are heavily controlled by the datakey that comes before it. This also means that defaults are easily set for these and the code is more easily diagnosed. If you need more than 4 fields it would be pretty easy to load up the taml file in an editor and add that extra key. I understand this may be pretty counter intuitive as the main focus of this editor is to try and stop any need to modify scripts. But we all know that is impossible no matter what. No matter what game you will try to make it will require some form of scripting in order to make it work. This has been heavily minimized however as you can tell by trying out the editor at its current state. You can create levels in a much easier and much simpler way now with visual feedback as you are creating them. This will be the same for any ParticleAsset created.
I should point out that when you create a particleasset it is displayed in the same scene as everything else for the moment. You can just move to another portion of the scene if u want to see very faint particles. If it becomes too much of a problem i will create a separate scene for particle creation much like how the image asset importer is done. For the time being i was thinking it may be good to be able to visualize very directly how your scene interacts with particles.
Kind of relevant:
With this editor i was thinking of creating some custom "objects" that will help with game development such as:-
PathFinding(if you've been watching the videos you would see some simple steering behaviors)
To name a few.
Showcasing The Editor
To showcase the editor i am working on creating a couple of examples, much like the Toys that already come with torque. Just to show a few examples of how easy it is now to create different objects, set up different values for objects etc.