tag:blogger.com,1999:blog-1978356510587112308.post4186436102970028354..comments2024-02-27T21:15:04.267+13:00Comments on Aligorith's Lair: Bugfixing - Node Tree Design RantUnknownnoreply@blogger.comBlogger1125tag:blogger.com,1999:blog-1978356510587112308.post-85373981619532872252010-11-19T23:22:12.282+13:002010-11-19T23:22:12.282+13:00Hi Aligorith,
This nicely sums up my own thoughts...Hi Aligorith,<br /><br />This nicely sums up my own thoughts when i found out about this a while ago. I've had some discussion with ZanQdo yesterday about future design of the "simulation" nodes (https://svn.blender.org/svnroot/bf-blender/branches/particles-2010/) and we concluded the best way to have these working would be to make them _real_ ID data. That means they would be handled like other "global" entities (objects, materials, etc) and just get some places to link them to update calls (pre/post object updates on scene level, modifiers for objects). It won't change the way other node tree types are handled for the time being, but could become a proof of concept.Unknownhttps://www.blogger.com/profile/06025126037339501368noreply@blogger.com