Alrighty so here it goes-
If some of y’all recall I asked about it being able to run in an OpenGL context. Well, I had an idea for this.
As a community, because I do not have time to wok on it myself- work on an integration into an IDE such as Code::Blocks, that will display a rendered view in a separate window/tab whatever of the IDE.
This would work through the use of wxWidget’s OpenGL context, Urho3D passes into the wxWidgets OpenGL context, and renders there. Objects put into this scene have the code automatically put in the proper file for the editor to compile. The rendering based of objects that are put in could be done through scripting, maybe? Or it gets put in then the user has to recompile each time. I haven’t thought that far. This is to implement the coding side to it, for more dynamic scenes. Heck, static scenes could be made with the current Urho3D editor, then loaded into this plugin/project, with dynamic objects rendered in, as those are code based compared to a file based thing.
Anyway its just an idea.
If anyone wants to take it and run, I will gladly contribute when I have the time.
I know there’s lots of ideas for the editor, but hey what’s one more? At least this would help to offload some work from the engine itself.
An example of the “write the relevant code” or whatever wording I used is wxWidget’s use of wxSmith, to create GUIs