I have created the basics of a small engine to play with, it’s working
the way I want but I am hitting a wall when it comes to an editor.
My initial plan was to use a basic winform with controls in a grid
pattern that are dynamically generated on startup and use an XML file to
populate the grid with the proper component for that space. It works,
but is slow as @$#% (has over 1000 controls, lol, shoulda thought that
one through a bit more).
So…I am interested, instead, in doing it right. I was looking at the
innovation engine tutorials for a way to create an engine and then use
that engine to create an editor, but the tutorials are incomplete. I
have checked many, many books for a proper engine design/editor but they
all seem to be focused on implementing pieces of an engine and not the
Can anyone recomend a book or site that covers rolling an engine into an
editor (of your own design, I want to understand the theory and not just
use something already designed like unity).
Any suggesetions are appreciated, this has been driving me crazy for a
Thx Guys and Gals.
Please log in or register to post a reply.
There’s two general approaches that I can see succeeding: one would be
to pull out the loading, object-management, and rendering parts into a
library separate from the game executable. The game and the editor could
then be two applications that both use that library, but each would have
its own controls and logic. (Actually, some of the logic, e.g. for
animations, FX, and suchlike, might be in the library so you could
preview those things in the editor.)
The other approach, which seems more difficult to me, is to keep it all
as one application that lets you switch between engine-mode and
editor-mode at will. This is probably the ideal from a workflow point of
view as it allows the quickest iteration time, but it also seems like
the code will be much messier, with the game parts and editor parts
ending up more closely intertwined. You would have to do some very good
up-front planning to avoid that.
For my engine i am using mfc , i have used the visual studio template,
the one which is mot likely similar to the visual studio editor
Its not difficult to readapt to your needs, much more easyer than the
previous visual studio versions.
I have used an opengl rendering context in the view class.
Everything is much smoother now you can make windows componets interact
between each other trhough the use of dedicated functions in the
So basically i call the init engine function in the view precreate
window class member, and i call the engine destructor in the view.cpp
destructor as well.
I render everything in the draw function.
So basically you can write your engine and just call init, draw, and
clase functions in the corresponding view.cpp ‘s class data members, mfc
if fast loading buttons , toolbars and whatever.
Maybe i am off topic i think but its 23.42 here