That's an editor for single game.
The more generic you make it, the worse they are to use.
It's the same thing with IDE. The more plugin friendly you make your IDE, the less optimization chances you have.
...and yet Unity and Unreal are quite popular compared to "rolling your own editor", and very few people do it. Most people seem to be happy with the Unity/Unreal/Godot tools, with generic IDEs, with generic image editors, with generic 3D editors, with generic DAWs, etc etc etc.
A standalone scene editor doesn't have to be more generic than Unity or Unreal. The idea is providing a base for engine makers to work on, not the opposite.
Part of the success of generic solutions is due to cost. Not every game developer has the time and resources to make a tool like the two you mentioned. And also engine makers, not all of them have the time and resources to do an editor like Unity or Unreal.
A good generic editor is better than a shitty specific editor. It's also better than a non-existing editor.
> It's the same thing with IDE. The more plugin friendly you make your IDE, the less optimization chances you have.
Visual Studio Code, vim and emacs are actually extremely extensible and very performant. The sweet spot seems to be much more performant than you seem to assume.
So is Electron compared to rolling your native app. Electron is easier to develop for and pool of developers are bigger.
I'm taking about optimization opportunities.
> Visual Studio Code, vim and emacs are actually extremely extensible and very performant.
Eh. I don't use vim or emacs, but VSC isn't on par with something more integrated like JetBrains.
What I have in mind is Ralph Levien blog: https://raphlinus.github.io/xi/2020/06/27/xi-retrospective.h...
And I completely disagree about JetBrains products being more integrated. Some integrations are MUCH better and deeper in VSCode. To give three recent examples I came across: Vue, React and Svelte. WebStorm doesn't even have some features offered by VSCode, like typechecking in templates. Not to mention that, at least to me, VSCode is significantly lighter than WebStorm and runs much faster in older laptops.
VSCode is also significantly faster and much much lighter than the ultra-integrated and native Visual Studio, so there's also that. I know because I use both, and I know which one locks up all the time and takes 40GB of disk. Seems like they just didn't use the optimisation opportunities.
Either way, this discussion doesn't seem to be going anywhere. There's doesn't seem to be anything for us to learn here. I'm addressing every new single point you make, while you keep moving the goalposts by cherry-picking my posts while ignoring the parts I cover :/
We started this discussion by saying "it would be awesome if X existed" to which you said "100% disagree". Sounds like you don't want me to have some tools, or maybe you're under the assumption that my desire is for Unity/Unreal/Godot to stop existing, which is definitely not the case.
StarCraft 2’s editor went even further with the game genres it was able to support (though they failed at building the community to utilize it)