Idea: Graphical IDE
Re: Idea: Graphical IDE
wouldn't the engine HAVE to be object-oriented for a graphical IDE to work properly?
- kikito
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Re: Idea: Graphical IDE
That depends on how you define "being object oriented" and "properly"xeol wrote:wouldn't the engine HAVE to be object-oriented for a graphical IDE to work properly?
The engine itself is object oriented, in the sense that C++ classes are involved on its creation. The engine language (Lua) is not object oriented.
If you define "properly" as "being able to pull down a menu with options when I press dot" then using object orientation to get the list is just one of the ways to do that.
When I write def I mean function.
Re: Idea: Graphical IDE
kikito wrote:That depends on how you define "being object oriented" and "properly"xeol wrote:wouldn't the engine HAVE to be object-oriented for a graphical IDE to work properly?
The engine itself is object oriented, in the sense that C++ classes are involved on its creation. The engine language (Lua) is not object oriented.
If you define "properly" as "being able to pull down a menu with options when I press dot" then using object orientation to get the list is just one of the ways to do that.
To make things noob-friendly, I mean. It would be much easier to use in a graphical IDE if it had default classes like "actors", "objects" and stuff.
I'm kind of a noob myself, but I can't see any differences between the engine as it is now and a graphical IDE without object orientation.
Re: Idea: Graphical IDE
I'm still getting used to the idea of there not being an IDE, and for action based RPGs I think that's a good thing generally because you might have 20-50 enemies roaming the map.
This was a problem game maker had, it was easy to make a engine but getting more than a couple of enemies that are the same object to do different path finding methods if in a different location of the map according to the players x/y.
Seems that this issue is non existent in love2d^^
This was a problem game maker had, it was easy to make a engine but getting more than a couple of enemies that are the same object to do different path finding methods if in a different location of the map according to the players x/y.
Seems that this issue is non existent in love2d^^
Re: Idea: Graphical IDE
In what I had in mind, I would have a class for "objects" (just like GM objects). If you didn't know, you can create something close enough to a class in Lua for these needs.xeol wrote:kikito wrote:That depends on how you define "being object oriented" and "properly"xeol wrote:wouldn't the engine HAVE to be object-oriented for a graphical IDE to work properly?
The engine itself is object oriented, in the sense that C++ classes are involved on its creation. The engine language (Lua) is not object oriented.
If you define "properly" as "being able to pull down a menu with options when I press dot" then using object orientation to get the list is just one of the ways to do that.
To make things noob-friendly, I mean. It would be much easier to use in a graphical IDE if it had default classes like "actors", "objects" and stuff.
I'm kind of a noob myself, but I can't see any differences between the engine as it is now and a graphical IDE without object orientation.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
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