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[Tracking] The dreaded editor - first pass #387

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kanerogers opened this issue Oct 12, 2022 · 1 comment
Open
3 tasks

[Tracking] The dreaded editor - first pass #387

kanerogers opened this issue Oct 12, 2022 · 1 comment
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@kanerogers
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kanerogers commented Oct 12, 2022

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:

  • 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

Okay, let's get started.

TODO

@kanerogers kanerogers self-assigned this Oct 12, 2022
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kanerogers commented Nov 29, 2022

@kanerogers kanerogers changed the title [Feature] The dreaded editor - first pass [Tracking] The dreaded editor - first pass Feb 7, 2023
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