Simon Haegler wrote:
> * how do people handle their animations in opensg? i'm using the cal3d 
> wrapper 
> for some student projects and it works nice for a small number of characters. 
> does anybody do crowd animation in opensg? in earlier mails, marcus and dirk 
> talked about the need of time data and update-dependencies, is there any news 
> on 
> this?
>   
Not really. We haven't gotten around to import animations from any 
3d-modeller yet. (Not critical for our current project, so...)

Any time-dependent stuff we have (mostly dynamics & fluid simulations) 
is handled by our own framework that distributes time (via per-aspect 
"global" clocks, similar to the smart FC-ptrs in OpenSG) and updates 
(our objects that are 'updatable' inherit an interface and automatically 
gets stored in a big list that are iterated over every frame, calling 
their "update" function.)

We have some other similar patterns, and some are implemented simply so 
that the base class adds/removes the object with a singleton that then 
knows about all live objects with a certain interface. It's a bit tricky 
to get right, but we've managed to keep it sufficiently simple so that 
it works for us. The thing is, we do not do any clustering at the 
moment, so we can get away with a bit more that you would in general.

Cheers,
/Marcus

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