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

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