Chronos Editor: Taking a new direction
- Antiarc
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Chronos Editor: Taking a new direction
Ctaesis and I have been battling back and forth on this project, and we've finally come to the conclusion that it just isn't going to work. The dealbreaker was an incongruency in the color/colour syntax. We simply can't support both, and both being North American, we opted to use "color", and abandon the "colour" syntax. Unfortunately, as a result, we felt it unsuitable for usage by the Ogre community. Since there's little point in such an inflexible tool, we've decided to rethink our approach. So, to that end, we've decided to ditch the Chronos project and develop a text editor. We feel it will bring more flexibility to the Ogre/Axiom editing scene. After all, we'll all programmers, right? I mean, a text editor should be second nature to all of us. Regardless of your spelling of "colo(u)r", you'll be able to use this new tool with effortless precision.
As a result, our existing codebase has been scrapped, and we've started from scratch. We feel that this new tool will bring an unprecedented level of flexibility and usability to the Ogre and Axiom communities, allowing developers to churn out content at a record pace. Plus, with all that flexibility, it eliminates the need for nasty complexities like modules and plugins and such. Just edit your document, reload your app, and you're off!
While we expect to get some flak over this decision, it was one we did not arrive at lightly, and we stand behind it. We hope to produce a tool that will eventually serve the Ogre and Axiom communities faithfully, and expect that you'll eventually warm up to it as we have.
With that, I present a screenshot of our first beta, soon to be available on Windows(TM) platforms. I hope you like it!
http://ogre.digitalsentience.com/chronospad.gif
This post brought to you courtesy of whacked out AIM conversations.
As a result, our existing codebase has been scrapped, and we've started from scratch. We feel that this new tool will bring an unprecedented level of flexibility and usability to the Ogre and Axiom communities, allowing developers to churn out content at a record pace. Plus, with all that flexibility, it eliminates the need for nasty complexities like modules and plugins and such. Just edit your document, reload your app, and you're off!
While we expect to get some flak over this decision, it was one we did not arrive at lightly, and we stand behind it. We hope to produce a tool that will eventually serve the Ogre and Axiom communities faithfully, and expect that you'll eventually warm up to it as we have.
With that, I present a screenshot of our first beta, soon to be available on Windows(TM) platforms. I hope you like it!
http://ogre.digitalsentience.com/chronospad.gif
This post brought to you courtesy of whacked out AIM conversations.
Last edited by Antiarc on Fri Jun 25, 2004 4:23 am, edited 2 times in total.
- Ctaesis
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Wow! That's fantastic.
However. I notice that there's a "menu" at the top of the window containing commands like "File" and "Edit". Surely this will require that the user removes their hand from the keyboard and uses the mouse to click on the various options there, which will slow down the editing process.
Wouldn't it be better if you could just type commands in using the keyboard? Things like ":w Water.material" to save a file? Maybe have two different modes; a "command" mode and an "insert" mode, which you could switch between using the "escape" key.
However. I notice that there's a "menu" at the top of the window containing commands like "File" and "Edit". Surely this will require that the user removes their hand from the keyboard and uses the mouse to click on the various options there, which will slow down the editing process.
Wouldn't it be better if you could just type commands in using the keyboard? Things like ":w Water.material" to save a file? Maybe have two different modes; a "command" mode and an "insert" mode, which you could switch between using the "escape" key.
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Hmm. as long as the new editor has spell checking and syntax highliting, I'm all for it Though, it looks suspiously like Notepad...
Seriously though, seems like you guys have it a brick road heh?
I guess you guys are having trouble reading in the different names of things between Ogre and Axiom? Perhaps you could have one simple choice at startup that selects what will be used to load and save (either Ogre or Axiom), or perhaps the difference is oo much.
I hope you are not completely serious about ditching your efforts though, your tool looked to be very promising.
Maybe Sinbad and Leed can come to a culturally acceptable choice, and call it КОЛОРИТ ... jk.
Seriously though, seems like you guys have it a brick road heh?
I guess you guys are having trouble reading in the different names of things between Ogre and Axiom? Perhaps you could have one simple choice at startup that selects what will be used to load and save (either Ogre or Axiom), or perhaps the difference is oo much.
I hope you are not completely serious about ditching your efforts though, your tool looked to be very promising.
Maybe Sinbad and Leed can come to a culturally acceptable choice, and call it КОЛОРИТ ... jk.
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This will revolutionize the way editors are made, though I do have to agree about that menu on top which doesn't seem to fit so well. That seems a bit out there but this could truly be the tool with which games are made in the 21st century.
By the way about the color/colour stuff why don't you just use couleur and end the whole thing.
By the way about the color/colour stuff why don't you just use couleur and end the whole thing.
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I downloaded the latest cvs snapshot of the beta and I'm getting link errors.
Plugin_UberChronosEditor2 error LNK2001: unresolved external symbol "public: static class Ogre::UberChronosEditor2 & __cdecl Ogre::UberChronosEditor2::getSingleton(void)" (?getSingleton@UberChronosEditor2@Ogre@@SAAAV12@XZ)
Plugin_UberChronosEditor2 error LNK2019: unresolved external symbol "public: __thiscall Ogre::UberChronosEditor2::~UberChronosEditor2(void)" (??1UberChronosEditor2@Ogre@@QAE@XZ) referenced in function "public: void * __thiscall Ogre::UberChronosEditor2::`scalar deleting destructor'(unsigned int)" (??_GUberChronosEditor2@Ogre@@QAEPAXI@Z)
Plugin_UberChronosEditor2 error LNK2001: unresolved external symbol "public: static class Ogre::UberChronosEditor2 & __cdecl Ogre::UberChronosEditor2::getSingleton(void)" (?getSingleton@UberChronosEditor2@Ogre@@SAAAV12@XZ)
Plugin_UberChronosEditor2 error LNK2019: unresolved external symbol "public: __thiscall Ogre::UberChronosEditor2::~UberChronosEditor2(void)" (??1UberChronosEditor2@Ogre@@QAE@XZ) referenced in function "public: void * __thiscall Ogre::UberChronosEditor2::`scalar deleting destructor'(unsigned int)" (??_GUberChronosEditor2@Ogre@@QAEPAXI@Z)
- Antiarc
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Weird. I've never seen a VB app throw C++ errors before. Do you have the latest Windows Media Player?Chev wrote:I downloaded the latest cvs snapshot of the beta and I'm getting link errors.
Plugin_UberChronosEditor2 error LNK2001: unresolved external symbol "public: static class Ogre::UberChronosEditor2 & __cdecl Ogre::UberChronosEditor2::getSingleton(void)" (?getSingleton@UberChronosEditor2@Ogre@@SAAAV12@XZ)
Plugin_UberChronosEditor2 error LNK2019: unresolved external symbol "public: __thiscall Ogre::UberChronosEditor2::~UberChronosEditor2(void)" (??1UberChronosEditor2@Ogre@@QAE@XZ) referenced in function "public: void * __thiscall Ogre::UberChronosEditor2::`scalar deleting destructor'(unsigned int)" (??_GUberChronosEditor2@Ogre@@QAEPAXI@Z)
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Well, since this news has disturbed in such horrid ways, I have made the tough choice to immediately discontinue any furthur work on Axiom from this point on. All files have been promptly deleted from the CVS repository (check the cvs email archives http://sourceforge.net/mailarchive/foru ... engine-cvs for proof!!).
In it's place, I have already started developing a COM based 2d file based rendering library in Visual Basic 5 (sorry Linux dudes, your SOL!). For those who want to develop games that rival the wonderful games AOL subscribers get to play via their service, this will be for you! All references to color throughout the engine will now be called "WhatYouSeeWhenLightShinesOnStuff"
Sorry for the late notice, I'll keep you posted on the progress.
P.S. No screenshots yet, I don't want anyone trying to copy this technological masterpiece!
In it's place, I have already started developing a COM based 2d file based rendering library in Visual Basic 5 (sorry Linux dudes, your SOL!). For those who want to develop games that rival the wonderful games AOL subscribers get to play via their service, this will be for you! All references to color throughout the engine will now be called "WhatYouSeeWhenLightShinesOnStuff"
Code: Select all
tile.BackgroundWhatYouSeeWhenLightShinesOnStuff = MyGlobals.CreateWhatYouSeeWhenLightShinesOnStuff(1, 0, 0)
P.S. No screenshots yet, I don't want anyone trying to copy this technological masterpiece!
- Ctaesis
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Do you have VB runtimes on your UNIVAC? The cross-platform support is built directly into the VB runtime! Just copy them onto your drum.sinbad wrote:Do you plan to add support for punch cards? Otherwise there may be serious interoperability concerns between this and my trusty UNIVAC.
We are thinking about adding support for ENIAC-style "flip a bit; flip a switch" text-editing. This feature also opens the door to effortless support of all major character encoding schemes. Personally, I see a great need in the Ogre Community for a 1-bit encoding scheme.
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