[Bf-committers] Ocean Simulator
Ton Roosendaal
ton at blender.org
Mon Feb 28 17:28:49 CET 2005
Hi,
The Oops system was not meant to become a 'node based' (object
oriented) function editor. The only thing possible to add here is what
I did for the logic editor, a GUI based way to edit data relations (the
buttons that allow drawing connections).
In very ancient days (early nineties) an experiment was done in NeoGeo
with a real "oops", a first version was built to create a calculator
(really!). However, back then the method was rejected, because even a
simple setup already easily results in an confusing and hard to
interpret visual result.
The popularity of such 'nodal' or 'oops' editors is not because it's
such a great GUI concept, but because it's such a nice simple thing for
object-oriented coders to maintain. :)
A reason why it shouldn't be rejected for Blender is that people got
used to it... it's not always bad to make coders life easier, eh!
-Ton-
On 27 Feb, 2005, at 7:58, joeedh wrote:
> >> [major snip]
>
> Well, I've tried to plugin in node shader programs (well, just
> Crafter) into Blender before. . .my grandose experiements with direct
> interfaces between Crafter's C++ and Blender's C.
>
> Didn't work. If this is done, do it all in C. This kind of
> object-oriented (ooh! the horror I know some of you are feeling! ;) )
> design is a little bit more difficult in C, but not overly so, and
> with C++ you lose the ability to easily produce DNA-compatible
> structures (unless you use C structs to store the core data, without
> any member functions, although that's just annoying).
>
> Just some thoughts for if anyone is actually considering doing this.
>
> joeedh
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>
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Ton Roosendaal Blender Foundation ton at blender.org
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