I started toying with the idea of building an integrated editor in my game project. Due to the way I have my game layer separated from the application layer I realized I might be able to fit an Editor layer between the two to manage additional UI elements.
I’m starting off by trying to get a floating toolbar to create and hide itself, and then show\hide it when the user pauses the game. I’d like to start off with axis aligned brush placement, light placement and see if it feels like a good path to go down or not.
I am a little intrigued by how the integrated editor might force certain architectural changes in the game and engine objects. I’m not sure if the editor will poke actual game data, or if it will manipulate editor objects that are transferred when the user resumes the game.
I’d also like to keep the editor functionality somewhat isolated so that I can layer it over other game projects as part of the engine package.
I’ll post a screenshot once I get pause, resume, and toolbar working.
Oh right… from my Volition work, I actually have a fair amount of experience writing editors, unlike shaders Though I have no experience with integrated editors.