I didn't know that at all. Thanks!
I've worked on quite a few commercial games that worked that way. There's a lot of proprietary engines used by big companies besides Unreal/etc -- most companies have their own engine that you've never heard of, and will probably never see the toolchain for.
The last console game I worked on, Maya was used as the "level editor". In-game, you could write test/debugging tools in Lua so that you've got extra controls in-game -- e.g. mid-game I could pause the action and enable an IK GUI overlay that shows a whole bunch of rotation axis on the screen, or enable a menu for overriding AI actions, etc... We didn't have an "editor" for our engine at all, just a decent debugging layer built into the game, and a toolchain connected to our regular (non-engine-specific) art/programming tools.
Every engine worth it's salt support real-time reloading of game data and script-code these days anyway, so if you want to iterate on a texture, or some game logic, you just edit it in your art/programming tools, and the game updates on the fly while you're playing.
LateralisMember Since 08 Oct 2012
Offline Last Active Nov 11 2012 06:31 AM