Having spent the last few months wrapping up some prototype work, I’ve to say I’m blown away by the ease of use as well as flexibility of Panda3D.
That being said, I currently consider rolling my own editor for it.
I’m only in the conceptual state but would like to know what some of the Panda3D 'pros" think of the following.
My concept is basically split into two possible ways to achieve what I want in an editor (i. e. a flexible all-in-one solution with shader viewer/editor, map editor, in-editor Python IDE and several templates/starter kits for the creation of different genres).
One would be to simply create the whole editor inside a Windows Form and have XNA/managed DirectX power all the visuals.
The other would include a Windows Form as well, but this time with Panda3D windows and OpenGL calls rather than XNA.
Output (i. e. the position of objects inside the scenegraph or shader definitions) would have to be written to .py* and the likes, in any case.
Aside of the fact that only the later will give me a true WYSIWYG feel, are there other benefits to any solution (speed, flexibility, etc)?
EDIT: The way I’m currently generating all my terrain is by importing the mesh of a procedural terrain I created inside another application (which uses marching cubes).
Ideally, I’d like to implement my own marching cube algorithm, save my terrain as a simple mesh in one tab and import it as a game asset. While I do realize this might be considered “lazy”, it probably would be the better solution, considering this makes it pretty much fill-rate dependent, rather than shader dependent (thus allowing the final game to be run on older GPUs as well).
*Not sure how other editors manage this. Do they do it exactly like that or use some sort of XML file?