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Posted 03 February 2013 - 12:40 PM
Posted 03 February 2013 - 02:45 PM
I was curious as to why you decided to use MFC over wxWidgets? I am personally a huge fan of Qt for GUI applications.
My advice when it comes to architecture is to design your editor using flowcharts/UML before attempting to code it. At the minimum avoid adding features for the sake of adding features. Use your editor in the context of creating a game and you will have features that grow organically (and that are actually useful for something).
If I were to design an editor I would make some form of scripting language a core feature. The ability to script game logic, write triggers, and create new tools without having to change the source code for your editor will in my mind make the editor a lot more flexible. I might even suggest having your game's importers and exporters defined in a scripting language as well.
Have you checked out Ogitor? It is a Qt based scene editor for Ogre.
Posted 03 February 2013 - 09:19 PM
Posted 04 February 2013 - 03:52 AM
Thank you for replies.
In conclusion i decide to use plugin architecture.
It would give a lot flexibility and it`s like all editors do. But i never before faced with that. So i will try to tell you what i think about it.
Host App contain
It's all what host app contains. But, how to implement it? I mean all communication. How to load and save files. Edit object with different plugins. I'm thinking to use QT, is it better than MFC or wxWigets.
Can you give me some advices please.
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