Great to see that MAGE is progressing nicely!
Very promising.
@Jerky:
I moved Morgoth out of this showcase thread..


I do not know about WxWidgets, so this could be a dumb question. Is there a gui editor in it? I know cegui has one. If so, the gui could be remedied, although it is workable at the moment.rewinder wrote:I know that wxWidgets-based GUI is not so eye-candy like Qt-based, but I think, more comfortable for user. And if MAGE is first of all an editor, it's interface must be usable for end user. So I have a question - what interface layout will be more comfortable, what changes MAGE needs to be more pretty?

Congratulations on a job well done!rewinder wrote:I have just finished basic PropertyGrid support and made some improvements in object picking system. Our level designer now works with MAGE version based on wxWidgets, so I think Qt-to-wxWidgets port can be marked as completed.
UI is difficult, no matter what the GUI is.rewinder wrote:what interface layout will be more comfortable, what changes MAGE needs to be more pretty?

Your English is more than adequate -- in fact, it's better than many native English-speaking individuals around here.rewinder wrote: And last. MAGE really needs API documentation and some tutorials. I can write it by myself, but my english as you can see is quite badSo I will be obliged if somebody will help me in correction of my language mistakes
, and of course if anybody wants to help in MAGE development, you are welcome.
WBR, rewinder.
i was wondering this too. the OGE project, altho we have only just started it and is only in planning stage currently, we will need a level editor etc in the future, i was wondering if itll be easy to use/integrate for different enginesIs MAGE finished enough that it can be used outside your project? If so, I'll be happy to lend a hand with documentation -- our project is just about ready for level editing so the timing is propitious (and of course since I've turned into mainly a tools developer for us now, I'd be happy also to help development in whatever way I can).
I can be very guilty of this sometimesYour English is more than adequate -- in fact, it's better than many native English-speaking individuals around here. Wink


I seems like the moment we all have been waiting for is arriving!rewinder wrote:Hi all.
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.
I stand corrected. Now if only there was integration between wxFlatNotebookand wxAUI, so we could have full tab based layout functionality.Rodif wrote:It looks like he is already using wxAUI.
Yes, there are some editors available.I do not know about WxWidgets, so this could be a dumb question. Is there a gui editor in it? I know cegui has one. If so, the gui could be remedied, although it is workable at the moment.
Maybe if you look into native look and feel - on Windows you link in a look'n'feel manifest to make it theme-aware.
Yes, I see at it's screenshots at the moment %). It really feature-rich and well-designed project. I like material editor and material preview window, but I want them to be separated from MAGE (separate plugin or maybe separate tool, but I prefer plugin). Anyway, Chronos is good project which can aims development in correct way.Perhaps a look at the Chronos Editor could give you some ideas?
Yes, I think now MAGE can be easily built and used in other project, but be ready to stroke Ctrl+S more often than usualIs MAGE finished enough that it can be used outside your project? If so, I'll be happy to lend a hand with documentation -- our project is just about ready for level editing so the timing is propitious (and of course since I've turned into mainly a tools developer for us now, I'd be happy also to help development in whatever way I can).
Hmmm. Do you mean game or rendering engine? If you speak about abstraction from rendering engine, I must say that now it is not possible, sorry.i was wondering this too. the OGE project, altho we have only just started it and is only in planning stage currently, we will need a level editor etc in the future, i was wondering if itll be easy to use/integrate for different engines
Yes, there is SVN repository located at svn://ogre3d.org.ru/mage/. I would like to setup something like Trac (a project management system used at Chronos site) - it will bring issue tracker, patch tracker and wiki.I am a wxWidgets developer and I might be able drop a patch by from time to time if you get a SVN or CVS setup.
I think it is portable enought because I pass HWND using 'externalWindowHandle' param during createRenderWindow(). It works with both OpenGL and Direct3D without any changes.One thing I am curious about is how cross platform is the method you are using to embed the Ogre window in the wxWidgets, and do you support mutiple view ports?
Code: Select all
Ogre::NameValuePairList params;
params["externalWindowHandle"] = Ogre::StringConverter::toString((size_t)GetHandle());
mOgreRenderWindow = Ogre::Root::getSingleton().createRenderWindow("MageRenderWindow", size.GetWidth(), size.GetHeight(), false, ¶ms);
Hmm. I must look at this project. wxIFM, as mentioned in feature list, supports docking tabs, which is great ability I think.wxIFM is the most feature rich, but I don't know how well it works on linux and its creator is working on a wxWidgets competitor called OMGUI so I don't know how long it will be supported.
You right, man. CheersI seems like the moment we all have been waiting for is arriving!
Absolutely. I have brief look at GOOF map editor discussion and can say that anything including physic simulation can be implemented in MAGE.And, since MAGE is designed that way, it would be a matter of GOOF enable it by writing a plugin, am I right?
As I said earlier, I didn't thought MAGE will need such functionality. But maybe it deserve development time because it already needed by 2 people.does MAGE require/force ogre to render into it? because i was thinking, if OGE does use it, at least for a first level editor (we havent actually discussed this yet), could we get our engine to render into it? it will be ogre, but it would be better if we could integrate our engine fully
if that makes sense?
OK, I think it is way we go. wxFlatNotebook can be used not only in docking tabs functionality, but in some other places of UI.I stand corrected. Now if only there was integration between wxFlatNotebook and wxAUI, so we could have full tab based layout functionality.

GOOF is much more than that - in fact, the physics bit is only a tiny piece of the puzzle.rewinder wrote:Absolutely. I have brief look at GOOF map editor discussion and can say that anything including physic simulation can be implemented in MAGE.And, since MAGE is designed that way, it would be a matter of GOOF enable it by writing a plugin, am I right?
I currently use DialogBlocks in just such a manner, and it is a great tool to work with. My application has custom main frame and then all the external dialogs are done with DialogBlocks. It so very easier to get those sizers exactly right when you can lay them out visually. It is definitely worth the price, if you are student it is definitely even more worth it because of the student rate. I recommended XRC because it would allow people to use different tools.rewinder wrote:Of course these tools can be used in development and I will take a look at wxDesigner today.
I would be awesome if you get Trac setup, it is a very great tool. I have been following it for a long time. I look forward to trying to get this to work on windows.Yes, there is SVN repository located at svn://ogre3d.org.ru/mage/. I would like to setup something like Trac (a project management system used at Chronos site) - it will bring issue tracker, patch tracker and wiki.
You are right about this, I am hoping this bug will be fixed in Dagon. The window handle method is going to have to be written for at least for linux, because you need to transform the value wxWidgets gives you into what Ogre wants. This was just a gtk macro so it shouldn't be to hard.Multiple viewports should be implemented like separate OGRE's viewports in one rendering window. But I can be wrong, so correct me if I am.
Currently you can't actually use wxFlatNotebook for docking tabs, but you can use it to have draggable tabs in other places in the UI. I would probably just wait for wxAUI to support dock-able tabs and go with their implementation when it comes.OK, I think it is way we go. wxFlatNotebook can be used not only in docking tabs functionality, but in some other places of UI.
I'm using OGRE 1.0.6 and wxWidgets 2.6.2 but I think MAGE will compile successfully with any OGRE from 1.0.x branch and any wxWidgets 2.6.X.What version of Ogre do you compile this against?
Good question thought it is one big thing in my todo list. Of course, MAGE needs such functionality because material creation is big part in game content production workflow. Any project using OGRE as rendering engine needs WYSIWYG material editor because artists mostly are not familar with scripts - they need GUI solutions with immediatly results displaying. Anyone understands it.Has any thought gone in to adding advanced material and shader editing to MAGE? Specifically an artistic pipeline.

