Ronie when you ready I can help writting a chapter for the nex book.

Stef

On 13/9/14 21:42, Ronie Salgado wrote:
Hello,

    On 13/9/14 20:11, Enrico Schwass wrote:
    Hi

    another option could be the verse protocol. There was a plugin
    for Maya and Blender to do realtime rendering. Dont know if there
    is some automatic Swig-like wrapper for smalltalk but FFI might
    work.

    There is Wig like wrapper for Pharo done by ronie salgado.


I have an adapted version of Swig for Pharo NativeBoost here: https://github.com/ronsaldo/swig

Currently I am using it to generate my Bullet bindings (available here: https://github.com/ronsaldo/bullet-pharo) that can be used as an example of using Swig. I still have to improve more my Swig generator, by writing documentation and fixing some bugs.

Greetings,
Ronie

2014-09-13 16:11 GMT-03:00 stepharo <[email protected] <mailto:[email protected]>>:


    On 13/9/14 20:11, Enrico Schwass wrote:
    Hi

    another option could be the verse protocol. There was a plugin
    for Maya and Blender to do realtime rendering. Dont know if there
    is some automatic Swig-like wrapper for smalltalk but FFI might
    work.

    There is Wig like wrapper for Pharo done by ronie salgado.

    Stef



    http://youtu.be/c_D2YJSNj8I

    Almost a decade ago I did some ruby bindings by hand. It was
    working out of the box

    Bye
    Enno

    Am 13.09.2014 um 16:11 schrieb kilon alios <[email protected]
    <mailto:[email protected]>>:


    " I am curious. You mean rendering Bitmap from blender, for
    later use in Pharo UI? "

    yes exactly. Blender can render in all popular graphics files,
    most used are png. Animation frames can be rendered each frame
    in its own file.

    So basically its a lot like the average games out there.

    "I will suggest bare bone Morphic mainly, then Athens when you
    need vectorial drawing."

    ok

    "For iStoa I decided to go purely Morphic, I have a lot of
    bitmap. Bitmap source is SVG, then converted to PNG, overscaled
    for production use. Then from iStoa, depending on the
    application window extent, the bitmap are downscaled
    accordingly, I am pretty satisfied by the result."

    I fail to understand how your bitmap source is SVG for me bitmap
    is a raster graphic format svg is  procedural graphic format.
    Two opposite things.

    "Sure. The downpoint, you will depend on one additional layer."

    dependency is not an issue. Afterall the graphic files
    themselves will be far bigger download even more so if the GUI
    becomes very large.

    "Nice.  What will be the expected outcomes of such API, I am not
    sure to understand and I am curious."

    Well Blender besides creating 3d objects (which can be used as
    2d objects too) it can also create 3d unrendable objects. That
    means that objects produce no graphics and have the role of
    placeholders or helpers, for example when you want an emitter of
    light or emitter of a physical power like gravity or wind. Those
    are called dummy objects and I could use them to give
    characteristics to the graphics , for example I could use a
    dummy to define the are of influence of a mouse click , or what
    type of event the bitmap will respond to. That means you wont
    have to import the graphics manually to pharo and create a
    separate morph for each bitmap and then set the events but
    rather press a button in blender and then Ephestos will import
    then bitmaps to pharo , set the events and create the morphs
    automagically.

    So basically you will be using Blender as a GUI designer.

    "Use fuel to store the state of your application objects."

    ah nice so fuel is a good candidate.

    I will also take a look at Dr Geo and Phratch , both apps have
    custom GUIs and use only Morphic (Dr Geo using Athens for the
    geometry primitives) .



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