Re: Actions as transactions
Philippe C.D. Robert <[email protected]> Wed, 1 Jan 2003 23:20:36 +0100
| Newsgroups | gmane.comp.gnu.3dkit.general |
|---|---|
| Message-ID | <[email protected]> |
Hi, the NeXT 3DKit and QRM docu is part of NEXTSTEP, maybe you can find it in the peanuts archive or peak.org. If you can't find them let me know. -Phil PS: I uploaded an updated UML diagram (and the overview document) to outline what I mean by 'thin API'. If you compare it to earlier versions you notice the change. On Tuesday, December 31, 2002, at 05:34 Uhr, Brent Gulanowski wrote: > The more I think Scene Actions, the more it gnaws at me that we are in > some way talking about a specialized database application. I don't > know databases, however, so this is very much just a feeling. But it > certainly seems as though there's a lot of searching, sorting, and > selecting being done by the Scene Actions. And the threat of > multi-threaded or multi-client access is also very database-like. So I > thought I should bring it up, as a means of understanding the process > distinct from the part about painting pixels. > > If a scene were to be treated like a database, what sort of > assumptions would the nature of the data allow us to make that would > simplify the design of the (programming) interface? > > The data is all linked together in a hierarchy > There are only a few kinds of data (groups, shapes, geometry, lights, > attributes/appearance) > Very large quantities of structured data are regularly requested -- to > be rendered > Certain data might be read-only (static and compiled data) > > I'm intrigued by the RenderMan RIB as the solution model for > transferring large rendering instructions between RenderKit and the > Renderer plug-in. If one was loose in one's definitions, it could > almost be comparable to a database table in its ASCII form. In any > case a serialized representation, as opposed to direct API calls, > which is therefore data-driven (i.e.: more database-like), not > code-driven. Therefore more versatile, and slower. Does this > conceptual approach offer us any new insights or opportunities? > > I've downloaded the RenderMan Interface spec (3.2). I can't find > anything about NeXT 3DKit yet, so links are requested (or if you have > docs, email/instant message me -- brentgulanowski(at)mac.com via AIM > will work). I have quite a lot of reading to do this week. > > Brent Gulanowski > -- > Mac game development news and discussion > http://www.idevgames.com > > > > _______________________________________________ > Gnu3dkit-discuss mailing list > [email protected] > http://mail.gnu.org/mailman/listinfo/gnu3dkit-discuss > > -- Philippe C.D. Robert http://www.nice.ch/~phip