The starLiGHT.GameStudio (short sLGS) is a GUI-Framework for multiple editors, which are usefull for the development of games. sLGS is designed with very few limits and is developed in a similar mind as SharpDevelop or Eclipse. This basically means: Everything is an AddIn. AddIn can extend other AddIn's. The Core - without AddIn's - is simply a executable and provides a infrastructure for managing the AddIn's. There's no window or something else. The core is based on a microkernel architecture which I'am developing for another big project for three years.
Using modern programming techniques and design patterns this big project should be a success in a short time. Some of the used techniques as bullet points: Inversion of Control, Dependency Injection, Microkernel, Fatory-Pattern, Memento-Pattern, Singleton-Pattern, Decorator-Pattern, Strategy-Pattern, Proxy-Pattern, Model-View-ViewModel. Using a sophisticated design we are able to provide a future-oriented, stable and fast growing editor application.
One of the highlights of the GameStudio is the Flexible Project Management system.
sLGS is extendable by everyone but there are many features already existing. This features are supporting the game developer with his every day work. If you are missing e.g. a special export function in the map editor for your own game, you are able to provide a AddIn which enables this export.
These are the modules and editors for the first version:
Modules, which are in alpha or beta stage at the time of the first release:
For most of the editors there will be a feature which is similar to a feature used by the Visual-Studio Forms-Editor. There will be a visual editor e.g for a shape, but your are also able to edit the underlying xml and change everything. This feature is finished for the 2D-Map-Editor, the 2D-Shape-Editor and the Editor for procedural textures at the moment. If everyone likes it I will implement it for most of the other editors too.
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