You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
"Game editor" is a very general term that can mean lots of different things:
A "world" or "scene" editor, which defines the initial state of the game
An "inspector" or "debugger", which allows you to view and modify the game while it is running.
Let's call these modes - scene editing mode, and live editing mode.
This issue will focus first on scene editing mode.
What is a scene editor?
The first question to answer here is what is a scene?
For a game with different levels, a scene could just mean a level, whereas an open world game might just have a single scene. Since we're a VR engine, we tend not to have huge (eg. at the scale of something like Elden Ring, or Red Dead Redemption 2) open worlds, but these still could be quite large (eg. around a square kilometre).
So we can then narrow a scene to be "the state of the game at some logical starting point". If we continue along the logic of #378 then we can simply say that the a scene should be identical to the contents of the ECS world at startup.
How will we build this?
This then defines the problem space quite narrowly: we need some program that can:
Load a scene from disk
Display a representation of that scene
Modify that representation
Persist the scene to disk such that it can be read again
Background
Here we go - the dreaded editor.
What are we trying to achieve?
"Game editor" is a very general term that can mean lots of different things:
Let's call these modes - scene editing mode, and live editing mode.
This issue will focus first on scene editing mode.
What is a scene editor?
The first question to answer here is what is a scene?
For a game with different levels, a scene could just mean a level, whereas an open world game might just have a single scene. Since we're a VR engine, we tend not to have huge (eg. at the scale of something like Elden Ring, or Red Dead Redemption 2) open worlds, but these still could be quite large (eg. around a square kilometre).
So we can then narrow a scene to be "the state of the game at some logical starting point". If we continue along the logic of #378 then we can simply say that the a scene should be identical to the contents of the ECS world at startup.
How will we build this?
This then defines the problem space quite narrowly: we need some program that can:
Okay, let's get started.
TODO
asset_importer
ECS driven #381The text was updated successfully, but these errors were encountered: