4 ms·
> 100% agree. A popular "bring your own engine" editor would be awesome and would make a lot of sense (just not a lot of 'business sense'). This makes no sens
by TOGoS 4y ago
> 100% agree. A popular "bring your own engine" editor would be awesome and would make a lot of sense (just not a lot of 'business sense').
This makes no sense at all to me. Part of what makes different game engines interesting is that they have different ways of modeling the world. How can you make an editor that's agnostic to the model? What's it even editing?
Unless your notion of 'game engine' is restricted to a subset that happen to use a very specific model. Like for example...2D tile-based platformers with finite maps.
- flohofwoe 4y ago> that they have different ways of modeling the world You can usually abstract the 'data model' down to a generic "spreadsheet-like" representation of object types which are described by typed attributes (or in Unity lingo, game objects, components and properties). Anything more specialized (like modelling-, animation- and material-system tools) can be brought in through a plugin system. But at the core it's essentially a stack of Excel sheets with different view panels on the same data (like a property editor, or the 3D scene view).
- ratww 4y agoFor most 2D/3D games using ECS, which is something somewhat popular right now, you can definitely easily abstract the editor, in the manner flohofwoe mentioned for example. Same for other systems. A few minutes using Unity3D are able to demonstrate that: Unity's interface is quite transparent about the abstractions it uses. Also, Unity3D itself uses the extensibility of its own editor to add advanced editing features, so it's already something industry-proven.