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I don't blame anyone; we are all doing this in our spare time, but I hope one of these projects really reaches the finish.
I wish you at least good luck with the project.
Great work man. Though, if Maleficus releases the .Net version, this project could be ported to that, taking advantage of several components such as the property editor and well... everything the .net BCL has to offer.
skullfire wrote:Great work man. Though, if Maleficus releases the .Net version, this project could be ported to that, taking advantage of several components such as the property editor and well... everything the .net BCL has to offer.
oh, they used QT. I'm not sure bindings even exist for it. It might though.
rewinder wrote:Our team is working on level editor for our game. We call it MAGE (Multi-purpose Abstract Game Editor). When we started to develop it we keep in mind one thing: reusability. Our goal is make it as abstract and multiporposional as possible.
rewinder wrote:Before we thought it will be internal tool and we didn't going to show it to public. But now we think that it will be good for community to have such tool, so after some time we need for testing we are planning to release sources.
rewinder wrote:It is very unstable now, but it content all things we planned to develop:
- property system
- event system (borrowed from CEGUI)
- object hierarchy system
rewinder wrote:We are using Qt 4.0 for GUI, and it is main 3rd party dependency. In other hand, MAGE can be very easily ported to Linux and Mac.
rewinder wrote:Main disadvantages are:
- Ugly API. It really needs some refactoring.
- Undocumented and uncommented code. Our skills in English are very low, and it is one of our main problems.
rewinder wrote:So, there is a lot of work to do. But now MAGE does it's main job: load plugin which contents tools, objects, loaders/savers and give this arsenal to user.
rewinder wrote:Developers can easily write their own plugins for their projects, so core framework (GUI, renderer, input, etc) are premanent, but concrete type of objects and tools are loaded from shared libraries. So, we can say that MAGE is a framework for your own level editor.
rewinder wrote:We are looking forward for your comments and suggestions and we are going to release sources after about 2 weeks.

rewinder wrote:I don't think that using third layer over native windowing system is a good way.
rewinder wrote: Qt already abstracted from concrete platform, so why you like .NET so much?
There is a lot of editors in progress right now, but none of them are released or usable as is.
If you decide to open-source it, and give it a proper open-source home (like ogreaddons or Berlios) - this could be improved upon by a lot of english speaking users and/or competent programmers.
But this isn't a topic for this thread. I'll be quiet now
The Qt/Windows Open Source Edition only supports the MinGW compiler.

Any chance that you could develop your editor in such a way, that later, someone (could be me ) would develop a physics editor out of it?
and then later being able to easily read all of it, to produce a physics xml description.
i was thinking about that for my editor, im making my own file format to hold all info about the scene including physics, AI, sound etc etc
maybe this could be done with this editor too?
What QT should I get in order to use it with msvc 2003 .NET ?
rewinder wrote:Maybe it is possible to use commercial version of qmake to generate neccesary solution and project files for Open Source edition? I will try it now. By the way, does this solution conflicts with Qt's license?

set QTDIR=C:\Qt\4.0.X
set PATH=%PATH%;C:\Qt\4.0.X\bin
set QMAKESPEC=win32-msvc.net
C:
cd \Qt\4.0.X
configure.exe -platform win32-g++ -debug-and-release -shared
qmake.exe
nmake.exe
#define QT_FOPEN ::fopen
#define QT_FSEEK ::fseek
#define QT_FTELL ::ftell
#define QT_FGETPOS ::fgetpos
#define QT_FSETPOS ::fsetpos
#define QT_FPOS_T fpos_t
#define QT_OFF_T off_t
qtextcodec.cpp
qutfcodec.cpp
qisciicodec.cpp
qtsciicodec.cpp
qlatincodec.cpp
qsimplecodec.cpp
qfontlaocodec.cpp
Generating Code...
cl -c -nologo -Zm200 -O2 -MD -O2 -MD -GR -EHsc -W3 -w34100 -w34189 -DUNI
CODE -DWIN32 -DQT_LARGEFILE_SUPPORT -DQT_EDITION=QT_EDITION_DESKTOP -DQT_BOOTSTR
APPED -DQT_RCC -DQT_LITE_UNICODE -DQT_NO_DATASTREAM -DQT_NO_THREAD -DQT_NO_QOBJE
CT -DQT_NO_UNICODETABLES -DQT_NO_LIBRARY -DQT_NODLL -I"..\..\corelib\arch\generi
c" -I"C:/Qt/4.0.0/include" -I"." -I"C:/Qt/4.0.0/include/QtCore" -I"C:/Qt/4.0.0/i
nclude/QtXml" -I"." -I"C:\Qt\4.0.0\mkspecs\win32-msvc.net" -Fotmp\obj\release_sh
ared\ @C:\DOCUME~1\jacmoe\LOCALS~1\Temp\nm41.tmp
qdom.cpp
qxml.cpp
Generating Code...
link /NOLOGO /SUBSYSTEM:CONSOLE /OUT:"..\..\..\bin\rcc.exe" @C:\DOCUME~1
\jacmoe\LOCALS~1\Temp\nm42.tmp
qbytearray.obj : error LNK2019: unresolved external symbol _compress2 referenced
in function "class QByteArray __cdecl qCompress(unsigned char const *,int,int)"
(?qCompress@@YA?AVQByteArray@@PBEHH@Z)
qbytearray.obj : error LNK2019: unresolved external symbol _uncompress reference
d in function "class QByteArray __cdecl qUncompress(unsigned char const *,int)"
(?qUncompress@@YA?AVQByteArray@@PBEH@Z)
..\..\..\bin\rcc.exe : fatal error LNK1120: 2 unresolved externals
NMAKE : fatal error U1077: 'link' : return code '0x460'
Stop.
NMAKE : fatal error U1077: '"C:\Program Files\Microsoft Visual Studio .NET 2003\
VC7\BIN\nmake.exe"' : return code '0x2'
Stop.
NMAKE : fatal error U1077: 'cd' : return code '0x2'
Stop.
NMAKE : fatal error U1077: 'cd' : return code '0x2'
Stop.
C:\Qt\4.0.0>

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