Re: Question about development of prototyping tools.

Massimo Del Zotto <[email protected]> Sat, 23 Apr 2011 14:28:31 +0200
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
I'd like to read further elaborations on this issue [of merging new content
with previous model].
I originally tried to make most assets dynamically reload-able. Initially
this seemed to plug nicely.
However, understanding if reloading could share the previous model took more
and more time. Now that I have support for (hopefully) extensive scripting,
I found I just could not keep the reloading going. The difficulty involved
in the aforementioned safety checks is massive for some arbitrary scripts.
In other cases, the amount of runtime cooking required interacts with some
subsystems in nontrivial ways which ends propagating "more restarts" than
originally anticipated.

I'd still want to support dynamic reloading again in some future iteration
so I'd like to read some directions on solving those issues.

Thank you,
Massimo


2011/4/21 Gregory Junker <[email protected]>

>
>
>
>
> In my experience it is a lot easier and faster to build the tools into the
> game. You already have the scene being rendered etc. All you need is to
> switch the game to "Edit Mode" and your tool(s) can take over, making the
> artist/designer make changes right there in the game, save and continue.
>
>
>
>
>
> I would be careful though, which parameters (or at least which properties
> of a given parameter) your tool saves. TGE’s world editor (for painful
> example) would also save the state of, say, sound effects, so your level
> designer might run the level, change something, and find next time they
> restart the level that a seemingly random sound cue is playing.
>
>
>
> Greg
>
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>
>

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