Re: Using Breve, Digital Space, Framsticks et al
"Gerald de Jong" <[email protected]> Mon, 24 Sep 2007 15:10:30 +0200
| Newsgroups | gmane.comp.graphics.fluidiom |
|---|---|
| Message-ID | <[email protected]> |
On 9/24/07, Tom Barbalet <[email protected]> wrote: > hey Tom, aren't you talking in your podcast about polygons and things? > isn't Noble Ape an ideal candidate for merging with these > environments? > > Short answer - yes. > > I've been talking about a DLL version of Noble Ape for about... two years > now... for some interface to Digital Space. In a similar timeframe talking > with Jon about Breve. what's the showstopper? > I'm not sure if you have heard the end of Jon's Biota Chat, but I talk there > about the three directions of Noble Ape. One involves potentially including > Noble Apes in graphical forms into something like Digital Space. To be > candid, I think INTEL wanted something super low-profile for their > demonstrations. But that doesn't mean aside from a low-profile scene graph > interface I couldn't also include a high-fiber scene graph like DS. high-fiber as in healthy? :) > The other two projects would, on one end, require a current Noble Ape like > graphic interface for Apple generic handheld and also, at the same time, > potentially super 3dized version or current Noble Ape graphics for the > hyper-threaded over-network version. This is TBD. to be determined? > So the good news is the hyper-threaded over-network version is nearly ready > for release. This still brings into question whether that version will be on > the DLL/library or whether it will be the old version etc. can you explain how hyperthreading and network communcation are playing a role in your simulation? > In short, by discarding your internals, you are in a slightly better place > for a port to DS/Breve than I am currently with Noble Ape. But like all > hobbyist open source development with time, everything should be sorted out > with Noble Ape and all versions should be compatible and able to be > completely skin-less for DS/Breve integration. "discarding your internals" sounds like "talking to ralph on the big white telephone". :) i've decided to first build a lightning fast openGL visualization of the tensegrity stuff i'm working on right now, with only lines and not even polygons. i need to be able to show people stuff very soon and i want a serious frame rate. however, the way i'm structuring things is very meticulous with respect to separation of layers so i'm sure it will eventually be fairly easy to connect to another rendering mechanism. -- Gerald de Jong [email protected] http://www.groovyactors.org http://www.darwinathome.org ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/