Re: Game data editor
Jon Watte <[email protected]> Sun, 02 Sep 2007 12:12:25 -0700
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
Ola Olsson wrote:
> So having seen this kind of system grow (often painfully) at a number of
> companies and projects now I was wondering if there are any useful
> middleware out there. I did get a pointer to
> http://www.fluxfoundry.com/fluxfoundry.html from a reply off-list, which
> seems like it could be that kind of thing, I've only had a very quick look
> at it yet though.
>
If you want integration with a 3D scene renderer, then it is generally
hard to make that generic, because your 3D renderer or scene graph
likely looks different from any other 3D package out there. That's why
those kinds of links typically are edited in the "world editor" that
comes with the specific 3D package or game engine. Unreal has UnrealEd,
Gamebryo has their editor, C4 has World Editor, Source has Hammer, etc.
Fluxfoundry seems to appreciate this, too -- it's not an editor, it's a
collection of libraries to build an editor. However, given that your
game probably has special kinds of geometry and special kinds of
properties, and hopefully your game package already supports ray casts
and the like, it's unclear how much that would help, compared to just
embedding your own engine in a GUI host. C#/.NET is great for this,
although MFC or something similar would work well, too. Just make sure
to plan for things like undo (by doing all operations through command
objects) or property exposure (by building enumeration into your entity
interfaces) up front.
In my estimation, 60% of "building a game engine" is actually building
the tools to allow building good games without too much friction. On top
of that, you then have to build the game itself. If your previous
studios have not taken this to heart, but instead just throw the junior
engineer at "the tool," then of course it will be painful -- the process
doesn't match the requirements.
Cheers,
/ h+
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