2 ms·
Just slightly away from the practical job of finding a usable editor, but I found the following demo of an in-game node-based tree display/editing interface fro
by ttctciyf 13y ago
Just slightly away from the practical job of finding a usable editor, but I found the following demo of an in-game node-based tree display/editing interface from Limit Theory[1] lone developer Josh Parnell quite impressive as eye candy if nothing else:
http://www.youtube.com/watch?v=Ekq56VZqQvs&t=5m25s
earlier version:
http://www.youtube.com/watch?v=KN3tKT0E0t8&t=14m30s
(EDIT: also at: http://www.youtube.com/watch?v=KN3tKT0E0t8&t=19m40s http://www.youtube.com/watch?v=KN3tKT0E0t8&t=19m40s as he updates the layout algo in real time (!))
Worth watching as he puts it through its paces.
If I was hiring someone to create a generic tree editor, his number would be top of my call list :)
[1] http://ltheory.com/ http://ltheory.com/
- Udo 13y agoWow, it's not often that I see something that makes me sad I wasn't the one who implemented it, but damn this is one of those. Beautiful and elegant, really nice. Thanks for linking to it. This takes me back to high school when a friend and I goofed around with spatial navigation through hierarchical structures. Of course that was in the era of the 486, and we had no idea what we were doing, trying to build something based on vector graphics with Pascal on DOS... so this was what we were dreaming of but couldn't make (nor properly articulate).
- ttctciyf 13y agoCode envy: yes indeed! :) Apart from the nice graphical touches like animating the branches and zooming and whatnot, the node-based navigation looks like a win for dealing with scale issues. It's also nice that he abstracted the layout so thoroughly that he can not only create a variety of 2D and 3D views, but also map the underlying data structure onto actual game elements in the game's main display, as you can see in one or two of the other demo videos.