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Variable interfacing #104
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I actually experimented with meta data and some stored setter/getter stuff. But it turned out that is sucked, so I changed my mind and moved everything to wire. In wire, there will be a variable type which will exactly do what we need. I.e. connecting to variables/subvariables through slots. So there will be no unsafe pointer bingbang. It then will also nicely integrate into the concurrent node framework. |
…ables through the slot system and it required some addition to elsewhere 👷
Introduced a wire variable bridge which exposes shader variables to the slot system. I did this because I decided to use slots in the scene graph instead of the wire variables because those mutated a bit... |
New problems emerged when using input slots in with the new |
… via the wire variable bridge in graphics
…xtend but all fundamental types should work.
… of submembers due to memory footprint.
A major problem is how to properly and generically interface with variables in order to connect engine layers.
For UI purposes, the property system exists. For real-time the wire framework is used. But how can the engine interface with random variables in order to expose them as properties or as slots in a wire node.
So I try to implement a variable interfacing library that exposes more information about variables but still have them efficient enough to be used during run-time.
This can be used to connect to keyframe animations, other computations or a UI property sheet in a generic way.
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