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8DashP

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  1. Like
    8DashP got a reaction from Arrgincey in scml documentation (deprecated - use reference implementations instead)   
    Apart from the bugs in the reference code, I think it's still pretty much valid and should just need adding to with new features.
    My Shiva implementation is in C++, but using Shiva API's for image, object and screen manipulation as Shiva is a 3D environment, not 2D. I've had to modify some of the reference data structures to make sense in my environment, mainly around the timeline, bone and object keys, as turning 2D images into 3D objects but still treating like 2D objects requires some lateral thinking, and coding.
    I started with the generic C++ code! but have virtually rewritten it all as my deviations for my environment were turning it into spaghetti code, and I wanted to stay closer to the reference implementation.
    So overall, the basic algorithms and data structure are sound. It's getting it into your runtime environment that takes all the work.
  2. Like
    8DashP got a reaction from DarrenOl in scml documentation (deprecated - use reference implementations instead)   
    Apart from the bugs in the reference code, I think it's still pretty much valid and should just need adding to with new features.
    My Shiva implementation is in C++, but using Shiva API's for image, object and screen manipulation as Shiva is a 3D environment, not 2D. I've had to modify some of the reference data structures to make sense in my environment, mainly around the timeline, bone and object keys, as turning 2D images into 3D objects but still treating like 2D objects requires some lateral thinking, and coding.
    I started with the generic C++ code! but have virtually rewritten it all as my deviations for my environment were turning it into spaghetti code, and I wanted to stay closer to the reference implementation.
    So overall, the basic algorithms and data structure are sound. It's getting it into your runtime environment that takes all the work.
  3. Like
    8DashP got a reaction from IzbranniY in scml documentation (deprecated - use reference implementations instead)   
    Apart from the bugs in the reference code, I think it's still pretty much valid and should just need adding to with new features.
    My Shiva implementation is in C++, but using Shiva API's for image, object and screen manipulation as Shiva is a 3D environment, not 2D. I've had to modify some of the reference data structures to make sense in my environment, mainly around the timeline, bone and object keys, as turning 2D images into 3D objects but still treating like 2D objects requires some lateral thinking, and coding.
    I started with the generic C++ code! but have virtually rewritten it all as my deviations for my environment were turning it into spaghetti code, and I wanted to stay closer to the reference implementation.
    So overall, the basic algorithms and data structure are sound. It's getting it into your runtime environment that takes all the work.
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