[.net] a question about the editor in game programming
Hi everyone,
I want to now if there is a better way to make a game editor under .net platform, for example,world editor or model editor.
I don't want to use the MFC to make it.
thank you
you could always use window forms, or, (though i know nothing about them) look up WTL and ATL (those should be similar to mfc iirc) but i dont know for sure to tell the truth
-Dan
-Dan
.NET is (and will get even) better than MFC. Coding style & development time are superior. Plus, .NET can be used in multiple languages.
In .NET you use Windows Forms and not MFC (I supose it is possible to use with p/invoke, but that would be plain dumb).
If you don't have VS.NET try SharpDevelop it has the same nice forms designer.
If you don't have VS.NET try SharpDevelop it has the same nice forms designer.
Quote:In .NET you use Windows Forms and not MFC (I supose it is possible to use with p/invoke, but that would be plain dumb).
No, it may be useful to integrate a user control built with MFC.
Maybe so, but using MFC for building windows, buttons and the like is simply wrong (in .NET of course)
You can easily make a real-time editor with Windows Forms. Just disable your game Update() function when you're in "design mode", and then in "test mode" just re-enable it.
For example, you could drag a bunch of objects from the editor into your map, then switch to FullscreenMode in DX to test out the map. Just disable Application.DoEvents(), and redirect your input to DirectInput.
For example, you could drag a bunch of objects from the editor into your map, then switch to FullscreenMode in DX to test out the map. Just disable Application.DoEvents(), and redirect your input to DirectInput.
There are some useful techniques, but there are some drawbacks as well. I've found rendering to a PictureBox control using Managed DirectDraw and Direct3d dead easy, for example. On the other hand, trying to specify multiple render targets as with UnrealEd isn't any easier, and you end up having to manage the rendering surfaces yourself. This isn't specifically harder, but it does seem to be a little more painful than the MFC version of things.
It is a LOT easier to add widgets to an editor, however. The Windows Forms interface is pretty much as sweet as you could possibly want it to be, and delegates provide an excellent way to hook multiple events to a single source. This, I think, is a more useful metric of the usefulness of the environment. There is no comparison in the GUI capabilities present in C#/Windows Forms versus C++/MFC.
ld
It is a LOT easier to add widgets to an editor, however. The Windows Forms interface is pretty much as sweet as you could possibly want it to be, and delegates provide an excellent way to hook multiple events to a single source. This, I think, is a more useful metric of the usefulness of the environment. There is no comparison in the GUI capabilities present in C#/Windows Forms versus C++/MFC.
ld
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