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Is the format of those tools open? One could, in theory, use their tools, but with custom engine.
by Keyframe 7y ago
Is the format of those tools open? One could, in theory, use their tools, but with custom engine.
- gridspy 7y agoJust go and use Godot if you want an open / custom engine and good tools. https://godotengine.org/ https://godotengine.org/
- fartcannon 7y agoGodot is a fantastic engine. And it's fully open source so if you want to have a hack at it, you definitely can. And the guys who dev it are cool as.
- gmueckl 7y agoThe format is somewhat open. Unity stores a lot in plain YAML files. Unreal has a wild serialization framework that is part of the freely accessible source cide (but tons of strings attached - so be careful!). So you might get some reuse out of these editors, but the catch is that they are extremely engine specific (with UE, I can't quite tell if the editor is built for the engine or the engine for the editor). So you'd just set yourself up to replicate the same engine design because it makes handling the output of these editors easier.
- Bootwizard 7y agoYes. The tools source code is here: https://github.com/Unity-Technologies/UnityCsReference?files=1 https://github.com/Unity-Technologies/UnityCsReference?files...
- Jasper_ 7y agoFormats tend to be tied in some strong nature to the way the engine works. Think of it this way: you could create your own engine, but then every difference between your engine and Unity is a bug from the artist's perspective (thing works correctly in Unity but does not in your engine). There's no sense in using the same format for your engine if you don't implement every single last checkbox and dropdown.