<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Coaster Studio on Ercan Akyürek</title><link>https://ercanakyuerek.de/tags/coaster-studio/</link><description>Recent content in Coaster Studio on Ercan Akyürek</description><generator>Hugo</generator><language>en</language><lastBuildDate>Mon, 10 Aug 2026 11:00:00 +0100</lastBuildDate><atom:link href="https://ercanakyuerek.de/tags/coaster-studio/index.xml" rel="self" type="application/rss+xml"/><item><title>Exporting a whole park as animated glTF</title><link>https://ercanakyuerek.de/coaster-studio/glb-export/</link><pubDate>Mon, 10 Aug 2026 11:00:00 +0100</pubDate><guid>https://ercanakyuerek.de/coaster-studio/glb-export/</guid><description>&lt;p&gt;Coaster Studio can write a whole park into a binary glTF file: track, supports, train, cameras, the
sun, and the ride itself as animation. That works because the exporter is not really an exporter, it
is just another host.&lt;/p&gt;
&lt;p&gt;The scene is the React style component tree from
&lt;a href="https://ercanakyuerek.de/coaster-studio/one-core-two-engines/"&gt;one core, two and a half engines&lt;/a&gt;, written in
C++ on &lt;a href="https://github.com/geforcefan/cppreact"&gt;cppreact&lt;/a&gt;. Components build the park out of engine
elements, a mesh, a camera, a light, and what such an element means is up to the host.&lt;/p&gt;</description></item><item><title>One core, two and a half engines</title><link>https://ercanakyuerek.de/coaster-studio/one-core-two-engines/</link><pubDate>Mon, 10 Aug 2026 08:00:00 +0100</pubDate><guid>https://ercanakyuerek.de/coaster-studio/one-core-two-engines/</guid><description>&lt;p&gt;Coaster Studio runs on Unreal Engine 5 and on Google Filament, in the browser and on the desktop.
Same application, same user interface. Two engines, and the glTF exporter as the half one, because
it hosts the same scene without rendering a single pixel.&lt;/p&gt;
&lt;p&gt;Everything that matters lives in one portable C++ core: math, curves, force vector design, physics,
the data model, saving and loading, the scene and the whole user interface. A host only brings an
engine, a window and the input.&lt;/p&gt;</description></item><item><title>The user interface, written once</title><link>https://ercanakyuerek.de/coaster-studio/user-interface/</link><pubDate>Mon, 10 Aug 2026 07:30:00 +0100</pubDate><guid>https://ercanakyuerek.de/coaster-studio/user-interface/</guid><description>&lt;p&gt;The user interface of Coaster Studio is not written per host. It is C++ in the core, like everything
else, and every host shows the same one. Not a rebuilt copy, the same components and the same
stylesheets.&lt;/p&gt;
&lt;p&gt;Here is the same toolbar, once in Unreal Engine 5 and once in the Filament build:&lt;/p&gt;
&lt;figure&gt;&lt;img src="https://ercanakyuerek.de/coaster-studio/user-interface/ue5.png"
 alt="the Coaster Studio toolbar in Unreal Engine 5"&gt;&lt;figcaption&gt;
 &lt;p&gt;Unreal Engine 5&lt;/p&gt;
 &lt;/figcaption&gt;
&lt;/figure&gt;

&lt;figure&gt;&lt;img src="https://ercanakyuerek.de/coaster-studio/user-interface/filament.png"
 alt="the Coaster Studio toolbar in the Filament build"&gt;&lt;figcaption&gt;
 &lt;p&gt;Google Filament&lt;/p&gt;</description></item></channel></rss>