I have been tinkering with the idea of a remote game editor/framework to service the game engine I am currently working on during my spare time & have been looking into various ways of doing it. I have read about Insomniac's Luna server, Bitsquid as well as a blog post which is what brings me here :
I have decided to go "remote" for a couple reasons :
- I like the approach & have had the chance to "try it out"
- Ability to attach the editor to the game at any point in time (provided the game is running a server)
- Separation of processes between the editor/game-engine
- Better flexibility in the event of bugs/crashes
- Loose coupling favours a plugin architecture & enables easier parallel development
I am currently using SFML as my core library and thought I would mess around with TCP sockets to get something basic up and running. The result is a game communicating with the editor.
Establishing a channel to send messages around was piece of cake, but I actually feel like I wasted most of my time trying to get the editor up and running (using wxWidgets) least to say looking nice : I cannot fathom building a flexible plugin-friendly editor this way...
Although my web knowledge is quite rusty, I am quite intrigued by the additional benefits that a web-based editor would give, namely :
- Ability to run the editor from any modern device (tablets included)
- No compilation - simply edit in the text editor of your choice
- Easy to turn into a plugin architecture / edit to add new features
- Customizable themes (JQuery UI looks pretty slick already)
- Database/data friendly - just pick any : SQL, MongoDB, etc.
All in all, I was hoping you guys would share your thought and opinions about the following questions :
- Has anyone got any experiences using either HTML5/JQuery with websockets or TCP/Native code to build a game editor?
- Did it work for you?
- What kind of issues did you experience or had to work around?
- If you could do it again, would you flip sides?
- http://gamesfromwithin.com/remote-game-editing - A good example of remote editing using TCP sockets / telnet
- http://www.gamedev.net/blog/355/entry-2259495-why-you-should-embed-a-web-server-in-your-game-engine/ - Blog post preaching the benefits of going for a web server approach
- http://www.insomniacgames.com/ron-pieket-a-clientserver-tools-architecture/ - Insomniac's Luna Server
Edited by Althar, 18 July 2014 - 06:40 PM.