There was a blog post at some point about how, despite Hammer being dated (and its engine being dated), it's much more efficient for level designers than modern tools like Unity, Unreal, or a modeler (I think they used Maya or 3DSMax as an example). I can't find that but this looks close: https://www.gamasutra.com/blogs/RobinYannStorm/20160503/271373/Dont_fear_the_Hammer_The_importance_of_UX_in_editors__tools.php
Thinking (too much) about this again. Would be great as a startup or otherwise commercial software, but then it wouldn't be (as) accessible to indies. Plus I couldn't run a startup.
And then there's where to start. Normally I'd know what tech stack to use, but… GL+imgui, some rendering library w/ gui, Qt, or native? C++ or something new? I guess that all depends on the budget/scope.
I wish this already existed so I could start writing scripts for it
I guess if I wanted the possibility of a VR editor, I couldn't use a desktop GUI framework, or at least the UI would have to be abstracted. That also brings up the question of GFX framework—are there any that support VR yet (but aren't a full engine)? preferably would also be cross-desktop-mobile-vr-platform, and have a UI library.
To everyone who said they'd rather just use a 3D modeler or their engine's built-in editor: this thread is why I believe there is room in the market for a well-designed, engine-agnostic 3D level editor. https://twitter.com/joewintergreen/status/1262662025903128576
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