Monday, March 01, 2010

Additional work and reprioritizing

in Framework for Game Engine Tools

When redesigning my parsers to more easily read and write xml text, I realized that my current command structure is incomplete and partly incorrect. As it is now, both the C++ side and C# side got their respective set of commands along with a command handler (my original idea was that the command sets were to mirror each other). This is incorrect because it is the level editor interface side that is supposed to give the commands and the Nebula 3 application will mainly receive and execute them. The N3 app will still send messages as data to be stored, eg. undo data or a list of models.
I’m going to remove the C# side command handler and container and instead write commands through the xml parser. All available commands will be defined in a xml document with their respective input, that the parser will use when writing a message - this should be more according to Floh’s idea.

Last week I implemented and finalized the connection classes so the communication is smooth and problem-free. I also implemented some base interface features for debugging and set up the synchronized start/stop of the level editor and nebula viewer. I had planned to start on the actual level editor features at the beginning of this week but I’ll have to postpone that a couple of days as the above tasks appeared. Those tasks have a higher prio as they are a prerequisite for the object creation/editing actions.

With only three weeks left I’ll have to exclude some features. I won’t have time for the object attribute panel or the extensible interface part of the framework, the final result will only have a simplistic UI. Though the level editor will still have the core features of creating a level, managing objects and saving levels to files.

Posted by Joel Marklund on 03/01 at 08:23 PM
Framework for Game Engine Tools • Add comments (0)
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