Jeffrey M. Barber

Tombstone

Cauldron v2 · ButcherBlock

May 2006 – Oct 2006 · age 24

What it was

The C# asset editor of the 2006 Cauldron, and the first tool written over the engine's generated data model. A Windows Forms shell held a scene-graph tree, a property grid, camera modes and an OpenGL viewport. Because the schema compiler emitted C# classes with descriptions attached, any of the 45 scene classes could be edited with no UI code, and the schema's comments showed up as tooltips. It imported MilkShape models, raw meshes and terrain from heightmap images, split skinned surfaces to fit the engine's bone budget, previewed skeletons in red and green, tagged nodes for PhysX, ray-picked anything renderable, and saved the scenes the Epic demo loaded. It worked. Undo had two operations and no redo, and the last builds were ten weeks newer than the only source that survived.

Wins, for the age

What it taught

Genealogy

Ancestors: Z Character Exhibitor: the earlier skeleton-posing editor, now skinning as well as posing. Descendants: none on record. Later tools kept its patterns and dropped the code. Part of: Cauldron v2.

Epitaph

Here lies ButcherBlock. It made forty-five classes editable because the schema had comments, skinned a dwarf in C# to check the C++, and kept working after its source stopped being kept.