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Re: Idea: Graphical IDE

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

Re: Idea: Graphical IDE

Posted: Tue Jul 19, 2011 10:07 pm
by kikito
xeol wrote: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" :)

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.

Re: Idea: Graphical IDE

Posted: Wed Jul 20, 2011 1:04 am
by xeol
kikito wrote:
xeol wrote: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" :)

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

Posted: Wed Jul 20, 2011 6:39 am
by Rukiri
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^^

Re: Idea: Graphical IDE

Posted: Wed Jul 20, 2011 7:20 am
by T-Bone
xeol wrote:
kikito wrote:
xeol wrote: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" :)

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.
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.