Quote Originally Posted by michalis View Post
So, summarizing my random thoughts above: Yes, I'm after doing an "abstraction layer" on our side, and extending it as much as necessary for our needs. We can probably learn by looking at PAL how it can be done nicely
Agreed - I assumed something like PAL already existed and perhaps we'll find it suitable after assessment but at the very least it'll prove a useful aid when it comes to our own design.

Quote Originally Posted by michalis View Post
It would be great to join forces. Castle Game Engine lacks an integrated editor. I plan to fix it by "Visual designing of components", allowing for some visual editing (like GLScene or FireMonkey 3D).
But I don't plan to make a special, full-featured editor. Your editor would fill this role fantastically, and the fact that it allows collaboration online is a huge feature not seen in other game engines as far as I know. The only thing close to it that I seen is Verse -- https://en.wikipedia.org/wiki/Verse_protocol , https://web.archive.org/web/20110725...e.blender.org/ . It was integrated with Blender and it rocked (read: it actually worked. Unfortunately, the project is dead as far as I can see.
In developing my editor it has proven to be as much work as the engine itself - I'll focus on supporting castle scene files to begin with which will allow for rapid prototyping in castle then we'll examine options.

Again fantastic work on the engine! highly recommended for anybody reading.