Going to try to make a BZW editor

Discussion, updates, modifications, etc for the various map editors...
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jpenguin
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Going to try to make a BZW editor

Post by jpenguin » Wed Aug 12, 2009 6:36 pm

OK, so I haven't had any experience with GL. I have medium experience with C++; I want to use QT4 as my UI. QT4 has an OpenGL module, will I need to use any other modules- like: QT XML or QT SVG. Also, do you have any other advice for me (other than stocking up on pizza, LOL). Can I use any of the existing code from BZFlag to draw the field?


PS-- Because this will be a learning experience for me, I probably try to get quit a bit done before I open an SF project and give SVN commit access to others

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joevano
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Re: Going to try to make a BZW editor

Post by joevano » Wed Aug 12, 2009 6:42 pm

Why pour your effort into ANOTHER editor? BZWorkbench is getting pretty far along. Throw your effort behind that, would be my advice. Building another wheel that has a slim chance of completion or even being functional seems like a wasted effort to me. You can do what you want though, it's your time.
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Enigma
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Re: Going to try to make a BZW editor

Post by Enigma » Fri Aug 14, 2009 8:32 am

Do you want to do this because you don't like fltk? If so, I'm not a big fan of fltk either; however, I wouldn't consider starting yet another BZW editor. Maybe we Mac users are spoiled by pretty GUI's, and perhaps we should reconsider the phrase, "form follows function." In other words, fltk may be the ugliest GUI in existence, but at least the editor has support. We can always create a Cocoa or Qt4 port later.

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Crallion
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Re: Going to try to make a BZW editor

Post by Crallion » Tue Aug 18, 2009 9:05 am

I would work on BZWorkbench, as joevano suggested. Another one would take to long to develop.
It would be a better idea to make BZWRK better, imhao.

If a lot of this project would be you trying to get experience, however, I would say go for it.
Time is a great teacher, but unfortunately, it kills all its pupils ... - Louis Hector Berlioz

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