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Daban

What do you think about my idea (developing a general purpose editor)?

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Recently I tried to develop a level editor for my small homemade game engine. As you know stuff like this is very time consuming and in most cases the result compared to the commercial soft wares is poor. After hours of work, using different developing packages, I came to an Idea and that is about developing a general purpose editor. I know this can't be a new one, but if you Google it, you won't get anything considerable. I tried and made a basic version of an editor that allows end users make their own editor by combining tools that my general purpose editor provides. It comes with mechanisms for UI customization, defining custom options, implementing commands, developing plugins and etc.

My editor is too poor to share it with others, but I want to know what you think about the whole Idea. Thank you for your attention.

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So basically a set of building blocks for creating editors?

 

What kind of editors? Text/code? XML? Databases? 2D tile-based levels? 3D levels? Terrain?

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Sony recently released their framework of tools on github, you may want to take a look.  It could give you an idea of how to set up yours.

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So basically a set of building blocks for creating editors?

 

What kind of editors? Text/code? XML? Databases? 2D tile-based levels? 3D levels? Terrain?

All of them! of course it requires programming tools and my editor allow users add thier own "Editing Code" by making a plugin.

Edited by Daban
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An editor of editors? I think it's impossible, you should provide tools for,every thing immaginqble, from text editor to image editor, 3d modeling tools... No way.
Or maybe I misunderstood your project
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Yes it would be impossible if I wanted to do all that, myself alone, but I want an app that provides the basic parts of an editor and allow users add their own code. Actually I did that!

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After hours of work, using different developing packages, I came to an Idea and that is about developing a general purpose editor.

 

I don't know.  There are a number of material and stylistic decisions to make when designing an editor of the type you discuss - every developer will have his or her own preferences, and it's unlikely that a single package, or even several packages, could satisfy everyone's diverse requirements.

 
Might it not be wiser to develop a more general-purpose editing environment that could construct editor-making editors?
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Yes it would be impossible if I wanted to do all that, myself alone, but I want an app that provides the basic parts of an editor and allow users add their own code. Actually I did that!


There are so very few places this phrase is actually relevant, but: pics or it didn't happen.
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The problem with generic tools is that, like anything else in software, the more generic something gets the harder it usually is to adapt to your specific needs. It's like an MMO, you have to design features that satisfy a wide range of people rather than pander to any specific group, so the more generic your editor gets the more useless it really becomes to a developer.

Stuff like Tiled works pretty well, but tiled is -just- a 2d tilemap editor, it does little more than that and even if you make use of the object system you probably still won't have all the information your particular game needs for every map, especially if the game is complex. When you're talking about a whole suite of tools it gets even more complicated.

Also releasing a tool that you hope other people will use means you have to actually support it: update it, bugfixes, etc.
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Also releasing a tool that you hope other people will use means you have to actually support it: update it, bugfixes, etc.

 

and to pass the "dogfood" test, you'd need to use them to build games as well.

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Recently I tried to develop a level editor for my small homemade game engine. As you know stuff like this is very time consuming and in most cases the result compared to the commercial soft wares is poor. After hours of work, using different developing packages, I came to an Idea and that is about developing a general purpose editor.

An editor for your engine should not be "general purpose"; if it is, it's a distraction. Your task (making levels for your engine) is limited, and rather than a powerful single tool you should develop a workflow that consists, as much as possible, of reused existing software: for example if you have simple 3D scenes you can write an exporter plugin for a general purpose 3D editor or a converter from one common 3D model format, and if you have scripts you can write a command-line compiler and syntax highlighting rules for an advanced text editor.

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