The hawk lives and dies with art of illusion. This is such a cool tool once you know it.
I will be writing a tut on this soon for the group.
Main coolness
Execution of bsh scripts to extend tool:
operates on objects etc… Large number of scripts exist including, join obj’s, add fur, thicken mesh, etc. Write a script, add to scripts dir, run from AOI menus and away you go. bsh is the bean shell script, the java language, for the most part, in a script.
plugins support:
Write a plugiin, add text file, build jar, add to plugins dir, restart ide…BOOM you have a tool executable from AOI menus.
Briefly I am using AOI to design rooms, walls, tables, etc. I have added a plugin to associated a descriptive text file with certain objects, text file is generated using a simple Bouy (swing extension) UI dialog that I can display within AOI… I can state an object is
- a lock
- requires key-5
- is pickable
- is animated
:
I write this data out along with the export obj files . Read the obj and descriptive files in during startup to configure aspects of a room. If ispickable is set I add the obj to my pick group, if animated I inform my animation manager, etc.
AOI takes care of serializing the text out to disk during saves and reading it back in during edits…
In my game I can now say this shape is a lock and it requires a key, if you click on the shape and have the key, a series of lights are enabled, the animation manager slides the door open, an associated sound file is run (door opening) and I can enter the room.
Because all of the game info is in the same tool I can rearrange and reconfigure independent of my java game code.
Life is good…