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![Major refactoring and script progress report](https://uploads.gamedev.net/profiles/monthly_2020_02/large.ef893b2a46ae44688b92c487d1e91f49.ai1.jpg)
After coming up with the name Fusion for the ide, I decided to refactor the whole project to be called Fusion. So instead of vividengine, it's fusion engine. instead of vividscript, it's fusion script.
Not just names, but major refactoring of class names etc.
As for the newly titled fusi…
![VividScript](https://uploads.gamedev.net/profiles/monthly_2020_02/large.ef893b2a46ae44688b92c487d1e91f49.ai1.jpg)
Resumed work on Vivid-Script. Vivid-Script is a managed, real time scripting language. It is wrote for Vivid3D, and as such will not just be a normal language with a set of functions,
it will instead offer several features that connect closely with the engine. It works on a dynamic engine. i…
![Blog 2 - 3DS Max exporter update.](https://uploads.gamedev.net/monthly_2018_11/export1.jpg.49e539950b167ef30a11f632020602f9.jpg)
V1.0 of the exporter is complete - It can export the entire scene graph, including transforms(Rotation etc) - also exports normals/binormals/tangents and any materials.
Conversely, Vivid3D engine/ide, can load this exported data with a few clicks. And the end result looks almost indent…
![Blog 1 - 3DS Max 2018](https://uploads.gamedev.net/profiles/monthly_2020_02/large.ef893b2a46ae44688b92c487d1e91f49.ai1.jpg)
Atm we are working on a 3DS Max 2018 Native plugin, that exports the entire 3DS max scene into a custom format called "V3DM" (Short for Vivid3D Model Format)
This can easily be imported into the Vivid3D IDE by dragging dropping, or double clicking in the Content Explorer pane.
It exports…