it seemed to be received pretty okay by some members of the forum, but alas it was not accepted.
which i think is sad. i think we could have had THE ogre level editor right now - a great one.
anyways, im reticent to bring this up. i felt like this was such an obvious necessity and i feel silly 'begging' ogre to let me do it - someones bitter! of course if i had nothing to do, thats fine, but i have to make money over the summer to live, you understand. ive come into this forum many times about to post something, but end up just saying 'ahhh, forget it.' but its the middle of the night right now and im high on caffeine so ill throw it out there ffs.
id be overwhelmingly motivated to work on such a project, but i am not very motivated at all to go start this process again.
so if i see 'enough' people respond with interest, ill write a proposal. if i dont, then meh, i dont care.
the editor i would suggest would sound very close to the one in the old thread, especially the stuff about the plugin architecture.
however, some extra points/changes id like to make are:
- i would use wxwidgets and straight c++. c# is beautiful and i love it the most, especially for tools. but really we need an editor that isnt dependant on an 'unsupported' c# ogre wrapper. there were times when OgreDotNet and MOGRE felt like they would never stop being worked on. but now we know that this is a very inevitable reality. so wxwidgets + c++, you win by default. cross compatibility will be maintained.
i have very extensive hci background. ive been working under an hci professor for the last year doing intensive user centered design while constructing a new tool to facilitate low fidelity user interface prototype construction and deployment. i am coauthored on a paper that has made it into sig chi conference this year (less than 5% of submissions accepted). blah, anyways, whats significant here is that i would make it absolutely certain that all parties within the ogre community interested in such a tool would be very much involved in the design process. the feature set and user interface of such a tool would be derived from the suggestions of these concerned parties, the ogre team, mentors, and myself. usability evaluation would be completed on early prototypes of the software to identify and correct usability issues so that they dont come back to haunt users later (when theyre more expensive to fix!).
completion. simple as that. agree to this project, and come end of august, you have a completed, ingame, cross compatible level editor that everyone has helped design and is happy with, PERIOD. no really...this is a huge point...PERIOD!