Genma Saotome, on 16 October 2014 - 09:55 AM, said:
I have previously expressed my opinion that starting with a very limited RE could serve as a testbed for exploring/discovering what nee3ds to be in the code... static objects only... figure out how to do a select, then how to accept keyboard entry of a few parameters (e.g., altitude, rotation, and ESD_Display_Level) of that selected object, add a write transaction to the .w file (written so it can be easily replaced at some later date with the equivalent OR specific file). Don't add cute visual junk -- world building is a form of 3d cad designed to position predefined meshes -- use keyboard mnemonics and icon toolbars as any 3d cad package does.
It might turn out that the experiment shows what NOT to do (a valuable learning) or it could turn out to be very much the right way to go. Approach the task as an experiment and it should provide the foundation for moving further, either in understanding or in code. When the above is refined enough to be accepted then start on copy attributes from a different object and moving a static object to another position as both of those would build upon the basic select, UI interaction, write functions. Placement would probably be a bit harder so do that last. Stuff like road, track, interactives, terrain editing, etc. etc., are not well defined right now and IMO any code trying to deal with them would be highly speculative.
The key point I'm trying to make is to just start with the easiest task, do one RE task at a time, and learn as you go.
The way to handle an unknown programming task is to be able to break it down into known junks. A route editor is a viewer with the ability to select and place objects and to correctly manipulate the data files, nothing more. It appears the track data base can be worked on OK one assumes the track viewer goes a good way down this path. from various posts around Elvastower there also appears to be much knowledge on the world files, so both of these should be do able.
Lindsay