I think it's time to discuss the design of the level editor, as I will be
starting development of it in about a month.
The libraries are, unless there is a very good reason otherwise, pretty much
obvious and set in stone - wxWidgets for GUI, Ogre for graphics,
Boost::Python for some helper functions and Python integration.
The UI is completely up for grabs. I have created a few sketches, but
nothing definitive. I would recommend we keep a similar interface to that of
RFEditPro - for those who have not seen it:
http://www.cs.nccu.edu.tw/~g9436/ca/q.jpg
One thing we definitely need to discuss is whether the 3D view should be
usable as an RF2 instance. Personally, I see little benefit to this - it's
pretty much a "Oh, that's cooool!" feature that doesn't really increase
productivity - UNLESS you can play, pause, edit, then play with your changes
applied, which could also be done with the RF2 instance receiving the
changes (a sockets poke saying "Hey, reload the level"? Something else
entirely?)
- Andy Riordan
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