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#Actualcr88192

Posted 01 March 2013 - 01:48 AM

FWIW: I started out more with the editor first, and ended up later making the editor into the game, as previously I had been using a variant of the Quake2 engine (as the game-engine part) and later decided that I wanted to be free of the GPL (in its earlier form, my engine was originally some 3D tools, like a 3D modeler, skeletal animator, and map-making tools), so I discarded the Quake2 engine (and nearly any other code I hadn't written myself) and at the time wrote a functional mock-up on top of my own code (albeit mostly using the maps from Quake 1), then later on ended up moving over to voxels, mostly due to me being not so good at making original maps which didn't suck, and voxel terrain was one of the few options which "wasn't totally lame" (I had also tried modular tile worlds, bus wasn't particularly compelled by the results, ...).


originally (some-odd years ago), my effort was more motivated at trying to make "better" free 3D tools, because most of what exists in free-land kind of sucks, but then I was left to note that my tools weren't really all that good either... and who knows how much work goes into making something like Maya or 3DS Max... interestingly (in a sense), the 3D models for my game were created in the engine itself. for the most part though, no one really seemed to care about 3D tools.


personally, I don't think there is anything particularly wrong with making them all part of the same codebase, at least as far as it goes that if the code is reasonably well abstracted, then it shouldn't really care too much if it is part of the engine or part of the editor.

the drawback: often code doesn't really end up that well abstracted, and in these cases one may end up with cruftiness, but in this case it is more a question of shared code with the cruftiness involved, or dealing with a lot of probably duplicate code, and still probably having ugly code.

not like there aren't a few ugly areas where there is a bit of hair (in my case, the code for handling the camera and user input is high on the list, essentially being implemented as a mess of settings over code that was originally written more for handling user-input for a 3D modeler, ...).

but, it works...

#1cr88192

Posted 01 March 2013 - 01:47 AM

FWIW: I started out more with the editor first, and ended up later making the editor into the game, as previously I had been using a variant of the Quake2 engine and decided that I wanted to be free of the GPL (in its earlier form, my engine was originally some 3D tools, like a 3D modeler, skeletal animator, and map-making tools), so I discarded the Quake2 engine (and nearly any other code I hadn't written myself) and at the time wrote a functional mock-up on top of my own code (albeit mostly using the maps from Quake 1), then later on ended up moving over to voxels, mostly due to me being not so good at making original maps which didn't suck, and voxel terrain was one of the few options which "wasn't totally lame" (I had also tried modular tile worlds, bus wasn't particularly compelled by the results, ...).


originally (some-odd years ago), my effort was more motivated at trying to make "better" free 3D tools, because most of what exists in free-land kind of sucks, but then I was left to note that my tools weren't really all that good either... and who knows how much work goes into making something like Maya or 3DS Max... interestingly (in a sense), the 3D models for my game were created in the engine itself. for the most part though, no one really seemed to care about 3D tools.


personally, I don't think there is anything particularly wrong with making them all part of the same codebase, at least as far as it goes that if the code is reasonably well abstracted, then it shouldn't really care too much if it is part of the engine or part of the editor.

the drawback: often code doesn't really end up that well abstracted, and in these cases one may end up with cruftiness, but in this case it is more a question of shared code with the cruftiness involved, or dealing with a lot of probably duplicate code, and still probably having ugly code.

not like there aren't a few ugly areas where there is a bit of hair (in my case, the code for handling the camera and user input is high on the list, essentially being implemented as a mess of settings over code that was originally written more for handling user-input for a 3D modeler, ...).

but, it works...

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