POV-Ray : Newsgroups : povray.advanced-users : Object Oriented POV code : Re: Object Oriented POV code Server Time
28 Jul 2024 20:29:40 EDT (-0400)
  Re: Object Oriented POV code  
From: Tek
Date: 10 Feb 2004 00:07:08
Message: <402866fc$1@news.povray.org>
Hmm... the array of arrays idea is interesting. In my system I never need to
query the type of data (it will only be accessed by code that knows what to
expect). It certainly has some potential.

Thanks!
-- 
Tek
www.evilsuperbrain.com

"JC (Exether)" <no### [at] spamfr> wrote in message news:4028143b$1@news.povray.org...
> I had a try at doing some code for data aggregation, not dealing with
> functions. I wanted to do something general to construct, manipulate,
> save, load print and destroy any aggregation of data, but I stopped when
> I realized that I was not able to query the type of my data (hence no
> print or save).
>
> Just in case it would give you any idea, I post my files on p-t-scene-files.
>
> JC
>
> Tek wrote:
>
> > I've decided to have a go at creating a fairly complex scene file based on
lots
> > of autonomous entities with simple ai and physics. So, I've been figuring
out
> > tricks for writing pov scene code in an object-oriented manner.
> >
> > i.e. there basically needs to be some way of defining classes (I won't do
> > inheritance), with member variables and functions. And some system of
creating
> > and destroying these on the fly. Oh, and persistent variables.
> >
> > Now, I think I've actually figured out a pretty decent way to do all this,
just
> > using the SDL. I'm happy to give details but I don't want to clog up this
> > message with all that info.
> >
> > But anyway, the reason I'm posting: I was just wondering has anyone done
this
> > before? Either within the SDL, or as a modification to pov to support simple
> > data structures and function callbacks?
> >
> > Oh, and do you think it should be oriented or orientated? ;)
> >


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