Re: Idea: Graphical IDE
Posted: Tue Jul 19, 2011 7:27 pm
wouldn't the engine HAVE to be object-oriented for a graphical IDE to work properly?
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?
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.
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.