Singulus wrote:
> One of my core concerns - interoperability of the unmanaged C++ code
> in the engine DLLs and the front end application (the editor). The
> main candidates are:
I use wxWidgets for all sorts of things like this via the Python
bindings called wxPython. UnrealEd, as I understand it, is written with
wx as its windowing layer, for UE3 they moved to wx from what was
previously MFC (again, as I understand it). Indeed, you may find that
you can write your editor in a higher-level and more-productive language
and interoperate with your engine code just fine.
MFC sucks. Avoid it. Saying your proficient in it is only trying to
fool yourself, because it is impossible to be sufficiently proficient
with it to write real applications. :)
-tom!
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