zester wrote:I didnt understand half of what you said lol but as far as a spec file if its something that is editited or created to get differant "effects" can it be human readable and machine parasable if possable like say xml, ini, json files. As far as the editor i would just do it the way we are now have a button at the top for particals and when you click on an emitter its settings pop up in the left panel.
Or you could take the maratis editor and make a partical editor from that something you would use seperatly.
Yes, this is part of the reason why I'm a bit stuck... because I feel that it's a difficult concept to explain easily. Basically, I have 3 potential solutions:
1. Keep it as it is, with the Particle Emitter owning all the data ever.
2. Separate the Particle data into a Particle Spec and have it in human writable plaintext files.
3. Separate the Particle data into a Particle Spec and create an editor environment for it.
There are pros and cons with all 3 solutions. Those being:
1. This makes the editor VERY busy with a lot of behaviour values which can, at best, distract. At work confuse. On the plus side, it's easiest to do.
2. This is an acceptable compromise, but particle editing is then less graphical which will make it less accessible.
3. This is my "ideal" solution. It defers complexity to places where most of the time you don't have to worry about it (you make a "flame" particle spec and then just apply it to any firey emitters, without caring about the values in it) but it's also the most work.
Now, regarding #3. I could make a standalone particle editor for this. I could even fork the Maratis Editor, as you said. I'm not overly keen about this. If I remake part of the Maratis environment, then why not just use the one that exists and if I don't use Maratis, it's quite likely I wouldn't get things looking exactly the same as when it comes to displaying them in Maratis.
I think I have a plan for this. I will have to think further on it though. This is by no means a finalised design. Just a concept. So if anyone feels particularly strongly about anything here, give a shout and we can discuss things. So I guess I'd best tell you the plan, right?
Well, to begin with, as I've said, my "ideal" solution is to have a separate particle editor. So, clearly I will be aiming towards that. However, the logical step would be to go through suggestion #2, but, if I know that I'm aiming for #3, it will probably change the design a bit. For one thing, having a system that can read and write the same data is important.
This also leads me onto a slightly tangential point. Much as I love the fact that Maratis has an editor, for enclosed interior scenes especially, it can be a little uncomfortable to position and edit. For this reason, something I would love to be able to do is create a plugin at a later date (potentially called MIngEd), when loaded in a project, adds a keybinding (F10 by personal preference, but that's entirely unrelated now) which will allow editing in game. Of course this will be a lot of work and a lot more design. But the point here is that I will hopefully be doing any particle editor work so that it's flexible enough to allow multiple editor interfaces fairly easily.
Anyway, that's a lot of work to do and definitely won't be done any time soon, but hopefully will explain a couple of my reasons for some of the decisions.