5.07.2011

Model generator flexibility

Today was mostly spent diving headlong into the model generator, until I realized the concept we used before wasn't really thought over. After some discussion we managed to figure out a way for the model generator to work that will both be easy to implement and to work with. In the old system the user basically threw in commands after each other, things like "generate a cube", "apply mesh smoothing", but in a quite twisted way. We realized that the old approach could be cleaned up by implementing it as a linear "generate model" -> "filter model" -> "done" scheme. The problem of this approach is that there's no way to branch a half done model into two separate things. Other than that this scheme is perfect for our needs. Luckily we can create a "copy" primitive that takes a finished filtered model and essentially branches it off to a new one. With this, the new model editor concept is pretty much finished, so back to coding again.

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