Half-Edge aims to be the Procreate of 3D modeling - a lightweight, intuitive, polished tool, obsessively focused on its target audience, instead of trying to appeal to everyone
- Philosophy - the goals of Half-Edge
- Feature Scope - what's planned for 1.0 and what's not
- Half-Edge Discord Community - chat about or see the development process
Thesis
None of the mainstream 3D modeling tools, are made for game developers
We've been stuck using massive software, with years of baggage, whether it's the prohibitively expensive Maya or 3Ds max, or even the wonderful open source tool Blender - what we need as game devs is often just an afterthought, at best. I think you deserve a UV editor that doesn't make you hate yourself. I think it's annoying to have to wade through several aircraft panels of buttons, only to find sub-par, overengineered features, that only gets you halfway there. Really, opening up and editing a model should be as simple as opening a text document
Tech
Half-Edge is being created in Unity, the game engine.
- Written primarily in C#, using Unity's burst compiler and the parallel job system for performance critical paths, such as the mesh generator
- I make heavy use of compute shaders, written in HLSL, where tens of thousands of elements are involved, to get real-time performance for things like box selections
- The polygonal meshing engine is written entirely from scratch, with my own half-edge based data structure, math libraries, and mesh generation, mesh manipulation operations, and more. (This is simply because I'm a math nerd and I love these challenges)
Business model
The current plan is to release it with a one-time payment of around $100/$150 or so, for a commercial indie license. Probably on either Steam and/or itch.io!
A subscription model isn't good for this project, first because I don't like them as a consumer, and second, it would imply ongoing technical support, which is hard for me to promise as a solo developer on this project!