Introduction to Scene Editing
Modern computer programming gives users a lot of help. For user interfaces, we have editors that allow dragging around buttons. Similarly, games are created in game engines that allow visual manipulation of objects and databases can be adjusted without writing code in some cases. Historically, many of these advances have been near exclusively visual using a drag and drop metaphor and are rarely accessible. In Quorum Studio, we are working to change this by introducing what we call the 'scene editor.'
The idea of the scene editor was inspired largely by computer gaming engines. For example, Unity3D contains a rich and powerful 2D or 3D editor, which can be used to make changes in games, create art or models, and generally manipulate the objects on the screen while writing little code. Other game engines are similar in many respects. For example, 3D modeling libraries, like Maya or Blender, use hardware accelerated graphics to let a user drag and drop, or otherwise manipulate, graphical objects to create 3D models. Game editors like Tiled have made it easier to create 2D map layouts for games, again using visual metaphors. Libraries for scientific computing, 3D printing, and many other applications have followed a similar path of development in using graphics to better afford ease of use. The advantages of these systems are clear, but traditionally these ideas have not been accessible to people with disabilities, especially visual ones. We want the advantages of visual editing systems while being as inclusive as we can be.
In the next tutorial, we will discuss Components of the Scene Editor, which describes components of the scene editor in Quorum Studio..