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I'm a bastard

Posted: Wed Nov 02, 2005 5:32 am
by JeffM
a right bloddy bastard.

gtk is being done now

Posted: Wed Nov 02, 2005 9:57 am
by Guest
That's the regular bzedit, right? :shock:

Posted: Wed Nov 02, 2005 10:24 am
by A Meteorite
No way.

iBZEdit was just started and you're porting BZEdit to the Mac? (or am I not getting it...)

Posted: Wed Nov 02, 2005 11:16 am
by Teppic
^^ This is the reason for the thread name ^^

What Jeffs parentage has to do with this I have no idea, but way to let people waste thier time Jeff, why didn't you say anything about porting BZedit to a gtk version? Maybe the ibz guys could have helped and had the whole thing done and working properly for a change?

I'm sadly not supprised though, I've come to expect nothing more from you.

Posted: Wed Nov 02, 2005 4:34 pm
by JeffM
I'm a bastard because I said I'd not make another editor, yet here I am.

It's not a port, it's a new cross platform codebase. There is no old bzedit code in there. It was something I puttered on in my spare time. It seems to be gathering some critial mass tho...

iBZEdit is moving at an impresive pace, but it is writen as a mac only app ( carbon and ojbective C). I am working on this for the other 75% of us. When binary started his editor we talked a lot, I let him know this was here, but he chosse his current path, as is his perogitive ( he perfers the "apple" method ). I have helped him with problems he has had, and we talk on IM about his editor often, as much as he asks me. I have even added code to the editor to help him out. He is presently on the cocoa interface code, and that I know litte about. I wish him the best and will help him with what ever he needs help with. The code for this is in CVS for anyone to use. I do hope that the work can be used to help his editor out. But since he is going with an Apple specific shell, some other app had to be made for windows and linux. This is not made to "shut him down" and I don't think it will at all.

This codebase is not just a GTK port. Each OS runs a native "app" class, kind of like a plugin. So you can plug in support for difrent intefaces and still use the core editor class. This way there is maxiumum code reuse between OSs. The focus of it so far is creating a good cross platoform framework for windows, linux, and OSX. As well as making a "future safe" world system. When the editor reads a map it keeps any object it isn't aware of, and lets the user edit just the text of it, and then maintains that object in the file when it saves it. This will let it not "eat" new objects in the future.

I didn't want to say anything untill it did something, and now it does something (read/write and draws all boxes in a map ). It is no where near done, and not usefull at all yet. I don't like saying things are "allmost" done when they are just started. But for the benifit of the other editor projects out there, I did feel they should know the code was around, so they could use any of it they wished.

Posted: Thu Nov 03, 2005 9:06 pm
by AlliedArmour
What other OSes will this be compatible with?

Oh, and will it have more features than BZEdit 1.6.5?

Posted: Thu Nov 03, 2005 11:40 pm
by JeffM
Windows, Linux, Mac OS X, and be extensable to others if needed.

yes it will have support more features, including the following;

groups
materials
physcics drivers
affine transformations
mehes ( import and placement, not editing, that is what modelers are for )
lod and draw info generation
new objects

anything it dosn't have native support for will be serviced by a general text object editor that will let you edit the raw text of the object.

it already supports groups and instances, and the lossles map IO.
the end plan is to have this tool replace modeltool as well.

Posted: Thu Nov 03, 2005 11:58 pm
by AlliedArmour
This sounds great, keep it up. What is the first advanced feature you're going to put in going to be? Right now for map editing I'd love a mesh imprt and placement tool, it can be tiresome doing small fixes and having to start server, start BZ, join server, quit BZ, edit, and so on.

Posted: Fri Nov 04, 2005 12:37 am
by JeffM
the goal of the project is to have a roubust base, not to get something done as fast as possible.

the next steps are

1) get GTK windows working
2) get the object list working and view navigation on all OSs
3) add drawing support for all the current bzflag objects
4) add generic text editing for unknown objects.
5) add per object editor interfaces
6) start adding placement tools and more advanced features like mesh import, materal and physics driver application.

Posted: Fri Nov 04, 2005 12:38 am
by AlliedArmour
Oh, I see. I first thought that the base was done.

Posted: Fri Nov 04, 2005 12:45 am
by JeffM
the only thing it does now is read and write maps, but has no way to "edit" them or set any data in the map. but it's a start.

the GTK code is basicly non existant. It is going to be my next learning challange.