[xinf] Xinfinity scenegraph

Daniel Cassidy xinf at danielcassidy.me.uk
Sat Dec 23 13:06:30 CET 2006


On 12/23/06, Nicolas Cannasse <ncannasse at motion-twin.com> wrote:
> > What *is* dramatically different is that I'd like to see this stuff
> > implemented in the player itself, in C, for speed, and xinfony's high
> > level API more or less directly wrapping to a fairly-high level
> > representation in the player.
>
> This is similar to Flash.

Yes, it is :).

> OTOH it's very frustrating not to get a lowlevel access when you want to
> do some "custom" things. Flash was very highlevel at the beginning and
> started adding more lowlevel stuff little by little (Bitmaps/getPixel,
> ByteArray, ...).
>
> IMHO a lowlevel-first approach also works : first develop the lowlevel
> stuff an play with it, so everything is customizable. Then based on user
> base wishes, add more highlevel functionalities that will speedup the
> most commonly used operations.

The thing is, implementing the high level functionality in the player
will inevitably involve implementing the low level too. Unlike Flash,
I'd take care to wrap both for scripting at the earliest stages.

There is also the issue of motivation -- it's easier to work harder on
a problem when you're implementing what you want rather than what you
need :).

Dan C


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