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) .