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Sony releases open-source Level Editor dev tool

  • Sprony
  • September 3, 2014 at 2:30 PM
  • DrywallDreams
    • September 7, 2014 at 7:27 AM
    • #21
    Quote from AlexM

    It looks like valve also made their own system.

    http://stackoverflow.com/questions/2389…e-use-for-steam

    I'm not sure if that's still the case though. Some answers on there indicate the whole thing might be running inside a browser.

    steam still uses VGUI, but for the store and such they just have a web frame, and big picture mode is yet another ui of its own in SDL2. Source 2's tools are on qt though. Also modern source games don't use VGUI (as they did from HL1 to Portal 2), they use scaleform. Basically valve said fuck it a few years ago or so.

  • AlexM
    • September 8, 2014 at 2:49 AM
    • #22

    Ohh that would explain why big picture mode is so much more responsive.


    And yeah going to scaleform is the way to go. The source engine gui stuff is brutal. That was one of the really tough things with Firearms Source when I worked on it. In fact one of the coders tried to implement awesonium on top of the source engine because they hated it so much (awesonium is a way to basically render web pages in hardware for those that don't know).


    Qt is ok. I've used it a lot in the past. I'd say it's the best of all the frameworks that attempt to do native gui's but it can be a bit of a pain to work with. IMO much better than GTK though. Qt Creator is actually a really good general purpose IDE even if you aren't doing Qt specific C++.

  • blackdog
    • September 8, 2014 at 10:40 PM
    • #23

    I don't know what they use for steam, I remember that when it came out I read something about it being rendered through their own libraries.

    About the web frame, the reply on stack overflow that mentions IE is completely wrong: they use WebKit, and they did advertise that choice in the news when they did such an update.

    Isn't a bit too bloated to run so many solutions? (I mean scaleform for big screen) can scaleform be used for windows or just works when rendered in a fullscreen context?

  • AlexM
    • September 8, 2014 at 11:58 PM
    • #24

    yeah scaleform works in windows but it has to be in a direct3d context. It can't work via the win32 api. I meant it was the way to go for source engine games though. One of the reasons being UI people tend to know flash.


    I think the guys reply about IE was correct at the time because the post was in 2010.

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