Questions about merging editor with engine
brus
Member Posts: 944
About the future of Infinity engine
I was thinking about possiblity merging DLTCEP with for example Unreal engine?
So, 2D backgrounds would be in one render layer, 3D characters in second, particle system in another and animations in last render layer.
UE could call IE when needed for the UI.
Is it possible to translate all IE scripts which handle gameplay into C++ scripts of UE?
Is this reasoning possible to merge DLTCEP with UE4?
I was thinking about possiblity merging DLTCEP with for example Unreal engine?
So, 2D backgrounds would be in one render layer, 3D characters in second, particle system in another and animations in last render layer.
UE could call IE when needed for the UI.
Is it possible to translate all IE scripts which handle gameplay into C++ scripts of UE?
Is this reasoning possible to merge DLTCEP with UE4?
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Comments
Only problem is that DLTCEP, like the original Shadow Keeper (MFC/Visual C++ was popular back then), is so in-grained with MFC that porting it would take a while. The code isn't exactly nice to deal with either. Compared to the actual Infinity Engine code, the DLTCEP code is a frustrating maze.
I had in mind similar with IE and UE but with isometric prerendered backgrounds and not full 3D.
DLTCEP is a game file editor/browser.
UE4 is a game engine.
What would "merging" them even mean? What would be the end result?
UE would need to be merged with editor to update UI character elements, A.I. ...
It theory...
The scope of such a project would be huge - it's not just the programming work, but also the thousands of 3D models/animations that would need to be created. One might as well create a new game then.
Also, DLTCEP wouldn't help a lot with that, since parsing the data files is only a small portion of what the Infinity Engine does. If anything, GemRB could be used as a starting point.