Hi Kristen, I'm not sure what you are making reference to, but I've personally never been in favor of automated editors/development tools. So I'm not quite sure where you got that idea from.
If you are talking about my Genesis 3D Engine it is not an automated editor/development tool. It is a series of static libraries that get compiled into a C++ game project to provide low-level support for things like audio, speech, game input, as well as base classes for creating common object types such as people, places, and things in the game world. It all requires a fair amount of coding and a fairly extensive amount of C/C++ to use. What the engine does for me is cuts down the amount of coding I have to rewrite again and again by precompiling the core functions and wrapper classes into class libraries that can just be plugged in and used immediately as is. That is not automation, but just a moduler design where I can reuse some of the same code over and over again without modification. Now, what I may do in the future is something like BGT where I compile it into a toolkit which allows you, the end user, to code things using a scripting language. Again, though, that wouldn't be automated but just make it easier to program by using a scripting language like Python instead of full blown C++. Make sense? HTH On 10/10/11, Kristen Eisenberg <kristen.eisenb...@yahoo.com> wrote: > Hi Thomas, > I don't think the community needs an automated game tool editor. Such an > idea is very appealing at first sight, but as Philip rightly pointed out, > there is no way to perform extensive tasks on it. > I think what is much more needed is actually further extensive tutorials on > gaming, since it's one thing knowing how the functions in BGT and other > scriptable engines work, like I do, but it's another converting and > conceptualising an idea to code. Mapping, object creation, level building > and artificial intelligence are four of my worst enemies when it comes to > coding games, since I am having to work purely off experimentation, only to > find it is having to get deleted for the simple reason that I have broken > not only my experiments, but also what once valid and working code as well, > since all of the objects and functions need to be able to interact with one > another. > I have lots of ideas for extremely complicated games, and other than the > sky-high budget that would be required to buy actors, sounds and music, I > wouldn't know where to start with such advanced concepts. Even though I have > had various talks with others about it, I still can't get them to sink in > and actually put it down as fully working code. > Regards, > > > Kristen Eisenberg > Billige Flüge > Marketing GmbH > Emanuelstr. 3, > 10317 Berlin > Deutschland > Telefon: +49 (33) > 5310967 > Email: > utebachmeier at > gmail.com > Site: > http://flug.airego.de > - Billige Flüge vergleichen > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.