Dark Bit Factory & Gravity

GENERAL => Projects => Topic started by: va!n on January 13, 2011

Title: Op Stacking - My first working version
Post by: va!n on January 13, 2011
Due fact this forum seems to be get more and more inactive, i will show you a version of my very first working op stack control ^^ (i know its not really something special... but finally i am very happy, i managed to code it without any help from someone)

http://www.secretly.de/vip/preview.avi (http://www.secretly.de/vip/preview.avi)  (~ 2,3 MB avi)

Ok, for now its just only the layout without the final tree architecture to generate the textures. Here i have to think about some stuff, how to handle it.
Title: Re: Op Stacking - My first working version
Post by: Jim on January 13, 2011
Looks very pretty :)  Hope the data structures underneath are just as pretty ;D

Jim

Title: Re: Op Stacking - My first working version
Post by: LittleWhite on January 13, 2011
That's nice ... but where is the rendering ? :D
Otherwise, I would say, you should had some shortcuts and Copy paste use :)
Title: Re: Op Stacking - My first working version
Post by: combatking0 on January 14, 2011
The initial set up for something like this can be frustrating, but when you've done something like this you'll be able to use it to make a more complicated project easier to build.
Title: Re: Op Stacking - My first working version
Post by: Xetick on January 15, 2011
Seems to be a nice start!
I went with a traditional dag in my own project since I found it a bit difficult to easily grasp how the nodes worked together and how to handle multiple input and output connections.

But then again maybe I gave up too quickly on the idea. Since there are some excellent projects using it to great effect. So it's going to be interesting to see how your project progresses
Title: Re: Op Stacking - My first working version
Post by: va!n on January 15, 2011
Thanks for all your feedback!

Changed/Fixed:
1. Right mouse button over an existing operatorBox shows now an EditMenu, with following future functions: [Copy, Pate, Delete]  (Paste will be moved later to the AddMenu). So its no longer possible to add a new operatorBox over an existing one.
2. Deleting any operatorBox.
3. operatorBoxes of each category (Generator, Filter, Distortion) has its own color.
4. Showing number of used operators in statusbar.

Next steps:
1. Try to add copy/paste of one and multi selected operatorBoxes will be added later. 
2. Adding load/save functions to the control.
3. Adding keyboard support (Copy, Paste, Delete, Add operator/type)
4. Think about how to get all the nodes worked together and how to handle muliple input and output connections. (Seems its not like a tree of a TreeControl - i need some time to thnk about it)

Actually version:
http://www.secretly.de/vip/preview2.avi (http://www.secretly.de/vip/preview2.avi)  (~ 2,7 MB avi)

@Jim:
@combakiing0:
Oh well... A possible and easy way how to use/handle the data structures making me a bit crazy atm! (as combatking0 said: it can be a bit frustrating ^^) I have really to think about it and wasting some papers here with possible drawings i tried ^^

@LittleWhite:
My first try/test of a standalone rendering engine with some very basic functions still exist and works in most case ^^ But is was just a proof concept and there are a lot things that will be changed / recoded or just say, coded again from scratch for the final ;)

@Xetick:
I totally agree! Atm it really seems to be the hardest point to manage and understand how all the nodes worked togehter and how to handle multiple input and output connections. This really makes me a bit crazy :D

Title: Re: Op Stacking - My first working version
Post by: combatking0 on January 15, 2011
Even in this age of advanced electronics, drawing out your ideas on paper is often a good start.

Animators do it for storyboarding, though I've not seen many programmers do it. I do though, as I find it to be easier than using those strange diagram programs.

If it gets the job done, don't consider it a waste of paper - you can often recycle it afterwards :)