POV-Ray : Newsgroups : povray.binaries.animations : Dominos without MechSim (0/2) : Re: Dominos without MechSim (0/2) Server Time
19 Jul 2024 15:26:46 EDT (-0400)
  Re: Dominos without MechSim (0/2)  
From: ABX
Date: 11 Feb 2003 06:52:07
Message: <0nnh4v0rq6v6qa81oj7jmlem07njdhidp1@4ax.com>
On Tue, 11 Feb 2003 12:22:36 +0100, Willem
<willem_dot_de_dot_wilde_at_xs4all.nl> wrote:
> Hmm, I have looked at the Mechsim source, but that is not where the
> answer is.

There can be. While I'm not the author of mechsim I can guess a lot of
advantages just from one source becouse there is only _one_ file. Have you
seen parser written in mechsim code? Have you seen io stuff written there?
Separated engine for functions to describe environment dependicies? Everything
this is builded in POV-Ray. If you want to concern of algorithm there is no
need to write whole application with parser, image types support, expression
evaluator etc. Being alone coder and heving POV-Ray sources available is
veeeery comfortable situation. And future users will be comfortable becouse
they use new feature without learning whole new scene description language,
knowing adventages and limitations of other features used around simulation
etc.

> The answer is in the architecture of the software we use.
> Look for instance at the Pixar  & ILM world where modelling &
> animation is separated from the rendering.

Look for instance at Moray & POV-Ray where modelling & animation is separated
from the rendering. IIRC there was a plugin for 3ds to support POV-Ray.
Addition of Mechsim does not limits external modellers usages. Not talking
that writing something for POV-Ray makes it available at once for whole
variety of all supported platforms.

> This have two advantages,
> you can concentrate on the modelling using low(er) quality real-time
> output i.e OpenGL and later achieve maximum quality output by batch
> rendering the output of the modeller. 

see Moray.

> With POV the solution has always been to incorporate all features into
> one single appl.

That's exactly opposite. You have to incorporate only necessary features
becouse whole application background is already written and supported
separately by community.

> I can think of one big advantage which
> pleads for incorporation; objects can interact with almost all other
> obejcts within POV, whereas with an external modeller they usually
> interact only with blocks, ball and planes :(

Also. Using mechsim applied to POV-Ray core you can use the same "tools" to
describe geometry and dependiscies, flow and texturing.

> What happens if somebody invents a beter and faster
> rendering/raytracer algorithm ?

I hope he will share it :-)

> All our modelling and simulation
> tools, hardcoded into povray become worthless ?

Once something is published it is no more worthless :-)

> It feels like a
> marriage without the possibility if divorce.

No. You can apply as many mechanical simulations into POV-Ray as you wish. As
long as it does not use the same keyword for block it can cooperate. Moreover
I can imagine animation where two objects are holded by different engines. You
can even mix mechsim-driven object with objects imported from external
sources.

I suggest to continue discussion at povray.unofficial.patches group.

ABX


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