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gamedev:deigde:editors:gamedefinition [2020/04/01 10:28] – [Object Classes] dragonlordgamedev:deigde:editors:gamedefinition [2024/03/14 16:32] (current) dragonlord
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 The game definition editor allows to edit **game definition** files (*.degd). These are used for development and stores information about **object classes** and certain resources like **skin resources** or **sky resources**. For each game project a game definition file is created and stored in the project directory. The game definition editor allows to edit **game definition** files (*.degd). These are used for development and stores information about **object classes** and certain resources like **skin resources** or **sky resources**. For each game project a game definition file is created and stored in the project directory.
  
-{{ :gamedev:deigde:editors:editor_gamedef.jpg?direct&400 |Game definition editor preview}}+<WRAP group> 
 +<WRAP column> 
 +{{:gamedev:deigde:editors:editor_gamedef.jpg?direct&400|Game definition editor preview}} 
 +</WRAP> 
 +</WRAP>
  
 This editor is usually used to edit the game definition of the current project (**Game-Definition -> Open Project** menu entry) but can be also used to edit any game definition file. This works since in contrary to other editors this editor is allowed to edit files outside the game virtual file system. By default the project game definition is not loaded to reduce loading times. This editor is usually used to edit the game definition of the current project (**Game-Definition -> Open Project** menu entry) but can be also used to edit any game definition file. This works since in contrary to other editors this editor is allowed to edit files outside the game virtual file system. By default the project game definition is not loaded to reduce loading times.
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 The IGDE supports automatic scanning for suitable content in the game directory. Resources like **Skin** resources can be automatically scanned and added not requiring them to be defined manually. The IGDE also supports **XML Element Classes** (*.deeclass). Found element classes are converted to //Object classes// while loading the game project. You only need to define the object classes your XML element classes are using. The rest is done by the IGDE. The IGDE supports automatic scanning for suitable content in the game directory. Resources like **Skin** resources can be automatically scanned and added not requiring them to be defined manually. The IGDE also supports **XML Element Classes** (*.deeclass). Found element classes are converted to //Object classes// while loading the game project. You only need to define the object classes your XML element classes are using. The rest is done by the IGDE.
 </WRAP> </WRAP>
 +<WRAP clear/>
 +
 +====== Categories ======
 +
 +{{ :gamedev:deigde:editors:editor_gamedef_category.png?nolink|Categories panel}}
 +
 +The object classes and other resources added to the game definition are organized in a category tree. It is possible to not assign resources to a category. In this case browsers show them in the //Uncategorized// category.
 +
 +Resources are assigned to categories using a //Category Path String//. The category path string is similar to Unix file path. For example a child category "World" inside a root category "Hello" would use the category path string <wrap hi>"Hello/World"</wrap>.
 +
 +Use <key>MOUSE_RIGHT</key> context menu to add and remove categories.
 +
 +The **Hidden** parameters hides the category from **Browsers**. Elements inside hidden categories can be still used unless they are hidden themselves.
 +
 +The **Auto Categorize** parameter defines a list of path patterns used by the //Auto-Find Feature//. Resources added dynamically to the game definition by scanning auto-find directories are matches against the auto-categorize path patterns of all categories. The resources is then assigned to the first matching category. If no category matches the behavior depends on the resource type:
 +  * Resources like skins or skies are assigned to no category being shown up uncategorized.
 +  * XML Element Classes are assigned to the category of their //Parent Class// if found. If not found no category is assigned and they show up as uncategorized.
 +
 +<WRAP center round tip 60%>
 +Auto categorizing is a very helpful for working with XML Element Classes. If your *.deeclass files are organized in directories reflecting their type then you can create categories matching these types and assign them the matching path pattern. When your artists then create new *.deeclass files they will automatically show up in the right category.
 +</WRAP>
 +
 +The **Assigned Elements** list is a read-only list showing all resources with the category set of the selected category.
 <WRAP clear/> <WRAP clear/>
  
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 The **Properties** panel contains object class properties the mapper can use when adding objects to the game world. Properties are a list of unique named keys storing a string value. This design choice completely decouples game logic from editing allowing coders to focus designing their script classes to best suite the game needs not needing to deal with editing compatibility all the time. For the mapper it allows to focus on what is important for him to work efficient not having to worry about his setup having negative influence on the game afterwards. The **Properties** panel contains object class properties the mapper can use when adding objects to the game world. Properties are a list of unique named keys storing a string value. This design choice completely decouples game logic from editing allowing coders to focus designing their script classes to best suite the game needs not needing to deal with editing compatibility all the time. For the mapper it allows to focus on what is important for him to work efficient not having to worry about his setup having negative influence on the game afterwards.
 +
 +<WRAP center round tip 60%>
 +The IGDE visualizes certain links between objects to help the mapper spot relationships. The IGDE shows links for objects **parented** to other objects and for properties of type **Identifier** with matching group name. For all object classes properties you want to link assign the same group name in the **Properties Parameters** sub panel. For all object class properties that act as the **Source** enable the **Defines Identifier** check box. The IGDE keeps track of defined identifiers per group so the mapper can select them on target properties from a drop-down list.
 +</WRAP>
  
 The **Property Values** panel allows to set default values for inherited properties. For regular properties the default value can be defined in the properties panel above. Using property values is typically required for game object classes changing base class properties upon constructing. Using **Set from Sub Objects** from the context menu you can let the editor scan sub objects for linked properties having different values than the object classes inherited from declares as default value. This usually provides a good starting ground. The **Property Values** panel allows to set default values for inherited properties. For regular properties the default value can be defined in the properties panel above. Using property values is typically required for game object classes changing base class properties upon constructing. Using **Set from Sub Objects** from the context menu you can let the editor scan sub objects for linked properties having different values than the object classes inherited from declares as default value. This usually provides a good starting ground.
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 The **Inherits** panel allows to include the content of other object classes with optional property prefixes. This feature allows to model typical coding scenarios like //Subclassing// or //Composing//. For subclassing the property prefix is typically empty while for composing it is usually unique. The property prefix is applied to all inherited properties and helps to avoid name clashes. Object classes can be inherited from multiple times using different property prefixes. Inherits can be used also by the mapper as a tool to add features to object classes useful for editing not necessarily having an in-game counterpart. The **Inherits** panel allows to include the content of other object classes with optional property prefixes. This feature allows to model typical coding scenarios like //Subclassing// or //Composing//. For subclassing the property prefix is typically empty while for composing it is usually unique. The property prefix is applied to all inherited properties and helps to avoid name clashes. Object classes can be inherited from multiple times using different property prefixes. Inherits can be used also by the mapper as a tool to add features to object classes useful for editing not necessarily having an in-game counterpart.
 +
 +The **Hide Tags** panel allows to define a set of tags the mapper can use to dynamically hide object classes. A typical example is the **Editing** tag which allows to quickly hide all objects like lights or triggers to better evaluate the content.
 +
 +The **Partial Hide Tags** panel defines another set of tags the mapper can use to //partially// hide object classes. Partially hidden objects stay visible if the tag is used but certain //Sub Objects// of them are hidden. This is for example used with light objects which has a //Light// sub object and a //Billboard// sub object used to show the light source. When partially hidden the billboard sub object should be hidden but not he light sub object. Using //Partial Hide Tags// this can be done. To hide everything (including the light sub object) use //Hide Tags// instead.
 +<WRAP clear/>
 +
 +====== Sub Objects ======
 +
 +{{ :gamedev:deigde:editors:editor_gamedef_component.png?nolink|}}
 +
 +Sub Objects have to be added to object classes to make them visible. Without any visible element object classes are shown using a missing object box. Various sub objects can be added using the <key>MOUSE_RIGHT</key> context menu. Here **Component** sub object is described as an example. The other sub object types work similar.
 +
 +The parameters in the **Object Class Component** (sub object type specific) mostly mirror the important parameter values of the respective game engine resource. Most parameters are path of resources to use or values. See the documentation of your //Script Module// of choice or the //Engine API Documentation// for details. This list is a little help for you:
 +^ Type                   ^ DragonScript Class                                                                                                                                 ^ Drag[en]gine Class                                                                                                ^
 +| Billboard              | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1Billboard.html,Billboard~@#                              | #@LinkApiDocDE2_HTML~classdeBillboard.html,deBillboard~@#                              |
 +| Camera                 | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1Camera.html,Camera~@#                                    | #@LinkApiDocDE2_HTML~classdeCamera.html,deCamera~@#                                    |
 +| Component              | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1Component.html,Component~@#                              | #@LinkApiDocDE2_HTML~classdeComponent.html,deComponent~@#                              |
 +| Environment Map Probe  | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1EnvMapProbe.html,EnvMapProbe~@#                          | #@LinkApiDocDE2_HTML~classdeEnvMapProbe.html,deEnvMapProbe~@#                        |
 +| Light                  | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1Light.html,Light~@#                                      | #@LinkApiDocDE2_HTML~classdeLight.html,deLight~@#                                      |
 +| Navigation Space       | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1NavigationSpace.html,NavigationSpace~@#                  | #@LinkApiDocDE2_HTML~classdeNavigationSpace.html,deNavigationSpace~@#                  |
 +| Navigation Blocker     | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1NavigationBlocker.html,NavigationBlocker~@#              | #@LinkApiDocDE2_HTML~classdeNavigationBlocker.html,deNavigationBlocker~@#              |
 +| Particle Emitter       | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ParticleEmitterInstance.html,ParticleEmitterInstance~@#  | #@LinkApiDocDE2_HTML~classdeParticleEmitterInstance.html,deParticleEmitterInstance~@#  |
 +| Force Field            | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ForceField.html,ForceField~@#                            | #@LinkApiDocDE2_HTML~classdeForceField.html,deForceField~@#                            |
 +| Speaker                | #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1Speaker.html,Speaker~@#                                  | #@LinkApiDocDE2_HTML~classdeSpeaker.html,deSpeaker~@#                                  |
 +
 +The **Snap Point** type is different. This type is only for IGDE use by the mapper and has no game engine counter part. As the name suggests snap points define spots on the object class other object classes can snap to. If objects have no snap points their origin is used for snapping. If objects have snap points all of them can snap to each other. Furthermore snap points can be //Aligned// or not. Aligned snap points snap position and orientation while not aligned snap points only snap position.
 +
 +The **Properties** sub panel links the content of sub object parameters to properties defined in the parent object class. This allows the editors to update sub object parameters if the mapper changes object properties. Use here the name of the property as defined in the object class. The IGDE takes care of applying //Inherit Property Prefixes// for you.
 +
 <WRAP clear/> <WRAP clear/>
  
gamedev/deigde/editors/gamedefinition.1585736908.txt.gz · Last modified: 2020/04/01 10:28 by dragonlord