Re: Game data editor

"Peter Suwara" <[email protected]> Mon, 3 Sep 2007 09:33:46 +1000
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
Heya,
	Having worked around maya for a long time now, I have found it
to be great introductory tool for a polygon soup like approach to data
generation of level geometry. Maya may be quite useful for defining
specifically constrained segments and models. However, the overt freedom
in using maya can be a bane for engineering, especially when a game has
specific performance requirements. When this kind of situation arises,
it is preferred that a specific level editor be used. What we have done
before is to be able to import models created in maya into the level
specific editor. This provides a much safer approach for designers and
for level editors when building the game content.

Cheers,

Peter Suwara
TORUS
Senior Engineer 

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
Sylvain G. Vignaud
Sent: Monday, 3 September 2007 9:26 AM
To: [email protected]
Subject: Re: [GD-General] Game data editor

Hi,

Usually Maya will do quite a good level editor.

Good things with Maya:
 * 80% of the work is already done,
 * quite sable, * artists and designers already know the tool,
 * one call create custom tools and interfaces using MEL,
 * one can have a realtime game-like rendering using CgFx/ColladaFx and
shaders.

The bad points being:
 * no immediate level testing, data has to be exported to game format (I
like using Collada + custom tools there) before being usable.
 * the rendering isn't exactly the same (no shadows for example),

From: Ola Olsson <[email protected]>
> [...]
> I've whipped up with a short list of desirable features (fairly
> random):* Interface to supply/get data base (.csv or XML or SQL or
> whatever)* Interface to supply/get meta data (for example constraints,

> tool tips, whatever).
> * Commands with Undo/Redo (preferably with a transaction mechanism, 
> grouping commands that should be undone/redone together).
> * Ability to connect version control system.
> * Extensible menus.
> * Extensible views of the data (this includes 3D views).
> * Message pipe or other convenient way to communicate between 
> different views/components/things.
> * Ability to script both GUI and behaviour (preferably C# or something

> sensible like that).
> * Docking windows framework.
> * Typed ID/Reference support, for linking  data fields to other 
> things, bit special case perhaps, but it keeps cropping up.
> * Modular design, e.g. a set of libraries that can be used more or 
> less independently.
> * Library of nifty widgets.


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