What about photoediting?

SGreth

Shared on Thu, 10/26/2006 - 16:02
I just dunno, I can't come up with any original ideas on my own that I really like.

So, before I got into game-dev I loved writing stupid little Windows apps. I always had the patience to deal with the API and cooking up the applications always came easily to me (as well as feature ideas).

So, this afternoon I thought about writing some type of photo-editing software. Besides The GIMP and PaintShopPro I don't know of many other alternatives to the monolith that is Photoshop. A nice touch would be to write it in C# using DirectX. That way "advanced users" could actually make use of shaders and other advanced 3D techniques to enhance their 2D artwork.

Granted, there are about 5 hojillion (yes, that's a technical quantification) features in Photoshop and little ole me couldn't possibly match their feature set. It still would be a fun project to work on and may actually yield a usable product for someone.


Thoughts?

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Comments

Rhysode's picture
Submitted by Rhysode on Thu, 10/26/2006 - 16:07
No ideas. That pic kicks that crap out of the last supper. The last supper has been owned.
codemonkey's picture
Submitted by codemonkey on Thu, 10/26/2006 - 16:14
Well, what I want in a photo app is NOT adobe. I want a clear user interface, a set of features that I'd actually use. Less memory intensive. Pretty much what I'd want. Oh, and something under $400.00 :) CodeMonkey
SGreth's picture
Submitted by SGreth on Thu, 10/26/2006 - 18:23
Hrm, see I think that photoshop's UI isn't half-bad. It's memory usage *is* horrific though. Photoshop is definitely suffering from years of code-bloat. I'm sitting here with my C# book in front of me now (browsing through GDI+ details) and I'm starting to wonder if DirectX would be a good fit for a photo editor. Would the use of DirectX be warranted just for the acceleration provided by a 3D accelerator? It isn't like photoshop runs "clunky" except for maybe the load time. The only "plus" that I can think of is that end-users could use HLSL to write custom shaders. I guess for now I'll just stick with C# and GDI+. No point in making things more complicated than they need to be :)

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