[Golist] PhysicsGo?
Moses Gunesch
moses at goasap.org
Fri Mar 7 06:42:09 PST 2008
I don't think the ultimate system has necessarily been developed yet.
For example, why shouldn't physics be sequenceable along with tweens?
Sure, many physics animations are open ended but then again many of
them might have natural endings where they would be considered done
within an app, such as a game. Laser blast goes off screen, rock
bounces to ground then comes to rest, etc. It's totally possible that
there are systems yet to design here.
Physics is new territory for Go and one looming question is how much
of various physics systems (particle / rigid body / constraint based
etc.) could be "layered" in the same way tween functionality can be.
It might be that it can't, and having a unified pulse would be as good
as it gets, I'm not sure yet!
Even if it's only sharing a pulse, that's a big deal. Imagine trying
to run a highly optimized particle system in a real-world program that
might also include a tween engine, PV3D or other pulse-based systems
that do rendering. Efficiency of all systems is badly compromised, and
there is no way to make them play well together. Go is an attempt to
offer that by saying hey, even if we only end up sharing centralized
update lists, that's a really big deal for efficiency.
Eventually it might turn out that we can add common physics events to
the core system as well which will also make it easier to tie things
together, and it may emerge that physics is layerable in other ways...
Open for suggestions!
-m
On Mar 4, 2008, at 5:05 PM, Michael Avila wrote:
> The major similarity seems to be how they are updated (Pulse?).
> Beyond that each will need it's own syntax, but both do not
> necessarily need sequencing...
>
>
> On Tue, Mar 4, 2008 at 1:38 PM, Jon Williams <jon at shovemedia.com>
> wrote:
> moses said i should post this here, so:
>
> curious ... how do you see PhysicsGo fitting in with the tweening
> engine
> stuff?
> rigid body dynamics and such seem altogether a different animal than
> go-from-this-number-to-this-number-in-this-much-time (and such)
>
> :j
>
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