Case studies · Development environment for installations
IMPACT4IMMERSIVE IDE
A development environment of its own, because the usual game engines are not built for installations in museums.
What it is
IMPACT4IMMERSIVE IDE is the development environment for immersive installations: C++, Qt and QML, an extensive code editor, debugger, project manager and a graphical node editor for scenes and behaviour – 2D and 3D in one project, with AI in the editor.
The spark
Installations in museums have to run reliably in changing rooms and with changing technology – and be rebuilt and extended years later. Mainstream game engines are not built for that.
The idea: a complete in-house development, tailored to artistic software projects.
What was built with AI
Built with AI – and with AI as part of the product:
- a code editor with navigation, cross-references, refactoring and search across the whole project
- debugger, project manager, duplicate detection and property panels
- a node editor that keeps scenes and behaviour as a graph alongside C++ and QML
- 2D and 3D in one shared project
- AI in the editor: analysing, generating, extending and restructuring code
What only experience decides
AI plays a part here twice: as a method of development and as a function in the product. Where it belongs is decided by experience with installations: in the editor yes, in continuous operation no. Development environment and runtime are deliberately kept separate.
Theses on film
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Case study · IMPACT4IMMERSIVE IDE →
A development environment of its own for installations. -
Learn early instead of committing early →
Many product ideas never failed. -
Experience × AI coding →
Anyone who uses AI coding only to program faster is using the smaller part of it. -
Development time instead of feature scope →
A fixed price for a new product is a bet.
From tool to work
What a company gains
Control rooms, technical visualisation, interactive product presentations, simulators: where a company needs real-time systems of its own that are maintained for a long time, a tool of its own pays off more than the tenth adaptation of someone else's engine.