Hi, Marcus Lindblom wrote:
> It distributes time by traversing the graph. Every node has an > update(float) > call that takes the time, with some flags that you can use to tag a node > (and thus it's children) as time-independent. It is perhaps not optimal > (a bit too tight coupling and too much graph traversal for my taste), > but it makes it easy to add time-behaviour locally. Quite trivial. That would work out of the box, also with clustering, but -right- it would be quite inefficient... > In our system, we have every "object" that need extra updating being > registered to a "updater" when it's created. (By checking the type > dynamically.) The order of update is simply the order of creation, and > this has worked surprisingy well for almost three years now. The time > (both absolute and relative) is fetched from a singleton (that provides > different clocks for each aspect). Sounds good, the Observer pattern is always good ;) That would work well with a global "animation pool" (a pool that contains all the animation data of the scene). The only problem is the singleton for the time storage ;). What about having a "Time" node? That would work exactly as the light node, nodes below the time node use their ancestor's time. >> - I need some help from you guys taking care that the result >> is satisfying for all of us (a kind of tutor/mentor). Any volunteer? > > I can give comments and offer my experience. But the design work has to Thank you, very much appreciated! Cheers, Toni ------------------------------------------------------------------------- SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Opensg-core mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-core
