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  1. POWPF World Editor for my DirectX game engine
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    copied!<p>I am working on a small game and game engine in C++ using DirectX. The purpose is educational &amp; recreational.</p> <p>My next goal is to build a simple world editor that uses the game engine. For this I will need to move the engine into a dll so it can be consumed by the game and/or by the editor. The world editor will be a stand-alone tool and not part of the game. The main purpose of the world editor will be to read in and display my (custom) scene file, and allow me to annotate/modify properties on world objects (meshes), clone objects, pick up and move objects about and drop them, scale objects, etc., and then save out the modified scene so it can later be read by the game.</p> <p>It has been recommended that I use wxWidgets for the editor. A bit of research makes me feel that wxWidgets is a bit old and clunky, though I am sure very fine GUIs can be written using it. It's just a steep learning curve that I don't look forward to. I have gotten the samples to build and run, but it was a headache.</p> <p>A little more research and I find that I can integrate DirectX into a WPF app using a D3DImage. I have done a little with WPF and do not find it too intimidating and there are plenty of good books available (there is only one old one for wxWidgets), as well as scads of information on the web. I have gotten the rotating triangle example working and it seemed pretty straightforward.</p> <p>So my question is:</p> <p>Will WPF allow me to build a decent little world editor app that re-uses my game engine? </p> <p>My game engine currently uses RawInput for mouse and keyboard; how will this work with WPF?</p> <p>How does WPF affect my message pump?</p> <p>It looks like I will have to write a lot of functions (facade pattern?) to allow WPF to interact with my game engine. Is there an easy way to factor this out so it doesn't get compiled into the game?</p> <p>Any other tips or ideas on how to proceed would be greatly appreciated!</p> <p>Thank you.</p>
 

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