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 ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users