1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Sony releases open-source Level Editor dev tool

  • Sprony
  • September 3, 2014 at 2:30 PM
  • Sprony
    • September 3, 2014 at 2:30 PM
    • #1

    Quite unexpected. Source


    Quote

    Sony Computer Entertainment has released an open-source Level Editor development tool. The Level Editor package lets is a fully-fledge, standalone development tool that lets users design and create their of video game levels, maps and campaigns.

    [Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/dir_3245/image_324508_fit_940.jpg]

  • r1ar
    • September 3, 2014 at 2:43 PM
    • #2

    Cool, but what for?

    What games made on this engine?

  • r1ar
    • September 3, 2014 at 2:51 PM
    • #3

    Engines accent:

    Unity - for casual shit.

    UE4 or CE3 - for big budget projetcs.

    Sony Engine - what for?

  • Leigh
    • September 3, 2014 at 2:57 PM
    • #4

    Odd. Not sure entirely why they've done it but I might have a poke around with it. Another tool to add to the cv I suppose!

  • Sprony
    • September 3, 2014 at 2:58 PM
    • #5

    Well I browsed the official site and it wasn't very clear to me either. I think this an tool to make indie games for PSN. Kinda like what MS had in the past.

  • Steppenwolf
    • September 3, 2014 at 3:15 PM
    • #6

    I don't get it. Maybe it's a glorified Marmoset but for whole Environments?

  • FrieChamp
    • September 3, 2014 at 3:22 PM
    • #7

    It's an open-source level design tool that you can hook up to your game engine. Not more, not less. Could be useful for indie game devs.

  • -HP-
    • September 3, 2014 at 6:28 PM
    • #8
    Quote from FrieChamp

    It's an open-source level design tool that you can hook up to your game engine. Not more, not less. Could be useful for indie game devs.


    Yeap, look at this more like a module and less of a full blown engine like Unity.

  • DrywallDreams
    • September 3, 2014 at 6:38 PM
    • #9

    Yeah, just a tool (in the spirit of ATF itself) to not waste time making a custom level editor. I find it odd how it's dependent upon C#/Windows though, with most engines/tools moving away from it.

  • mjens
    • September 3, 2014 at 6:55 PM
    • #10

    It might grow into something big, it's a good idea to get a community early and find a path to progression. The problem it's there's literally nothing that is better then in UDK/UE4, Unity or CryEngine... And as I can see, there's a lot to do. It's a WYSIWYG editor but still it will look completely different in the engine...

  • -HP-
    • September 3, 2014 at 10:10 PM
    • #11
    Quote from seir

    It might grow into something big, it's a good idea to get a community early and find a path to progression. The problem it's there's literally nothing that is better then in UDK/UE4, Unity or CryEngine... And as I can see, there's a lot to do. It's a WYSIWYG editor but still it will look completely different in the engine...


    Well, but to use all those engines you need to either pay a license or give whoever made them a cut of your profits if you're indie, whereas this tool is open-source.

  • blackdog
    • September 4, 2014 at 4:32 PM
    • #12

    Is it not hooked up at anything really? I think Sony has a free(?) game engine since many years, I remember finding about an OpenGL engine from them when I was dwelling into their site…

    Quote from Marcem

    I find it odd how it's dependent upon C#/Windows though, with most engines/tools moving away from it.

    Uh? I know about native support for Linux (and Mac)… but development on the penguin, is it really happening?

  • DrywallDreams
    • September 4, 2014 at 5:01 PM
    • #13
    Quote from blackdog

    Is it not hooked up at anything really? I think Sony has a free(?) game engine since many years, I remember finding about an OpenGL engine from them when I was dwelling into their site…

    Uh? I know about native support for Linux (and Mac)… but development on the penguin, is it really happening?UE4 and Source 2 are moving to support it, Unity already does. Cryengine is supporting Linux, I don't know if that includes the editor though. That's most of the engines that people are getting the tools to, that's pretty incredible.

  • blackdog
    • September 4, 2014 at 8:47 PM
    • #14

    Oh cool! I know about source, it was expected since they went on Linux and clearly when they lunched SteamOS; didn't know that UE4 was going to have Linux tools though!

  • AlexM
    • September 5, 2014 at 1:03 AM
    • #15

    It's built on ATF a FOSS framework Sony made for developing tools. For instance the uncharted editor was made with it. The benefits of ATF are great. One of the main things it handles is implicit save/load/undo which is a huge bitch to implement correctly.


    Unfortunately the ATF library is a REALLY difficult library to get your head around. I spent 3-4 days with it and I'm still not exactly certain how to interface WPF with it (a GUI framework).


    I think the level editor is a effort for them to show you how you would implement something like a level editor. Or to use as a starting point for your own custom level editor.


    As for being dependant on Windows. They did a 1-2 hour talk on ATF and said that there's nothing in .NET they use that's too tied to windows that they couldn't switch to Mono and make it multiplat. They just havent bothered. I'm fully behind that decision too. Once I stopped focusing on making my gui application multiplatform I got 10X the work done and the quality of my applications went up significantly. Multi-platform native gui's are just huge messes and are terrible to maintain. If I were to go that route again I'd use something that's done in a hardware context so I don't have to worry about generalizing my design across 3 OS's or worse.


    Also if they did port ATF to multiplat then WPF would be out. WPF is absolutely amazing for making game development tools. One of the best things Microsoft has ever done.


    EDIT : Obviously in the case of something like Unity where they are selling the tool to customers multiplat is a valid concern but for a internal tool at a company it's a massive expensive liability. Whenever I use unity I can feel the pain of the GUI programmers there who had to use GTK#.

  • AlexM
    • September 5, 2014 at 1:09 AM
    • #16

    Also if anyone is interested here is a list of editors and game tools made with ATF. The list is very large and there's some very interesting projects in there.


    https://github.com/SonyWWS/ATF/wiki/ATF-Adoption

  • blackdog
    • September 5, 2014 at 8:47 AM
    • #17

    What about using stuff like HTML (on WebKit), like the guys of Overgrowth did?

    Think that epic is using gtk for their solution? I know it's painful to maintain, but if you are getting license money you could afford to adopt the best solution on each os? (I mean then 2-3 different guy systems).

    Or could you have your own engine manage everything, have the tools run in it, have the GUI managed internally?

  • AlexM
    • September 6, 2014 at 12:49 AM
    • #18

    Is epic using GTK? I thought they developed their own Ui library.


    And yes I'm currently a fan of having the engine or hardware context drive the gui. Doing that totally bypasses OS specific gotachs related to their UI's. There's a fair amount of downsides like you cant have floating windows outside of the hardware context screen (well maybe you can but it would be tough) but I think it's overall worth it.


    Hell maybe even developing your app in scaleform or Iggy would be a good solution for a tool.


    Also lately I've been using something called imgui for my hardware context gui's. It's pretty awesome, it interfaces with pretty much any renderer that uses buffers.


    https://github.com/ocornut/imgui

  • blackdog
    • September 6, 2014 at 11:23 AM
    • #19
    Quote from AlexM

    Is epic using GTK? I thought they developed their own Ui library.

    Sorry i didnt phrase it correctly, that's what I meant asking because just for the fact that it's a total overhaul, I thought it was their own.Yeah I like much better the idea of in-engine tools as well

    I dunno the specifics of what you're talking so I might don't understand properly the windowing topic… but I think that Valve said that Steam was running on Source, or anyway their own window system, when it first released.

  • AlexM
    • September 7, 2014 at 1:07 AM
    • #20

    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.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 7:28 AM
  2. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™