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Subject: New newsletter (tS7)

Subject: New newsletter (tS7)

2005-05-16       - By DAVID STUBBS

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Reply:     <<     11     12     13     14     15     16     17     18     19     20     >>  

Another way this could be implemented is for the Truespace to create a switch
within
its display options panel where the app to load a Truespace only O.S.
referencing setup.
Like a Dos window takeover as with games. However, with much more control than
that
time and display coordinations could be setup in a similar fashion as the KFE
except it
allocates processing to the available processor or processors. This way XP or
other O.S.
is not involved and Truespace can truly maximize the use of Hardware. With this
type of
switch toggled Truespace returns to the default state of being hosted as a
visual layer
on top of XP.  Thats a benifet of  Object oriented programming in terms of
communications
with more than one processor. Object oriented implementated programming is
still young
in terms of what it deals with in respect to interactive engagement of its code
from a symetrical and or elegant processing technique.  Stroustrup once said
however, a structure does have its place in terms of overhead whether within an
object or not.

Regardless of how it is done it is Kinda neat to think about  - If it happens
as it could it certainly may useful in many ways .  Glad to chat on this topic.
Thanks very much for posting as it does provide a view to future possibilities
of using TrueSpace.


David






Roman Ormandy <roman@(protected)> wrote:
Unlike some other programs. Link Editor in TS7 is applicable to anything, you
could even construct your own rendering pipeline, all by Drag&Drop&Link:)

I actually am not "in the know" about the RAM limitations of 32 but multi-cores
. I would imagine that first generation dual-core systems will be confined to
current 4GB limit but I also would think that upcoming new generation of PCIe,
called PCIe AS (Advanced Switching) would overcome that as it will treat inside
of MS Windows desktop hardware kind of like a "little private internet" inside
the
box.

Roman

-- --Original Message-- --
From: TSML [mailto:truespace@(protected)] On Behalf Of Hazmat
Posted At: Sunday, May 15, 2005 8:52 AM
Posted To: TSML
Conversation: Re: [TSML] New newsletter (tS7)
Subject: Re: [TSML] New newsletter (tS7)

Roman,

Thanks for confirming my observations about tS7! Ever since Shader
Magic came out, I've been hoping that the nodal type of interface would
catch on (in more than a material editor)! I can't think of anything
else in tS7 that could trump the Link Editor (for me anyway), but I look
forward to it nonetheless!

One question on the 64bit versus 32bit multi core subject. I know that
one of the major advantages of the 64bit architecture over the normal
32bit architecture is that the 64bit system can use a lot more RAM.
Will the multicore 32bit systems also be able to use more RAM, or is
this an advantage the 64bit systems will have? This is more of a
technology question than it is a tS question, but you are obviously in
the know about these things.

Heath

Roman Ormandy wrote:

>Heath,
>
>"Significant" is the word! I am convinced that our new Link Editor (that is
what we call "node-based editor") is more powerful and easier to use than any
other equivalent in any existing 3D product, including some very high priced
systems. Revolutionary architecture behind it is also making possible real time
scalability on new multi-core CPU's.
>
>With the power comes some new UI metaphor and we realize that not all TS users
will instantly embrace this new metaphor as "extremely visual" as you did. We
worked very hard on integrating new Link Editor with existing widget and Icon
based direct manipulation which everyone loves. Funny though, I remember we
received some harsh criticism at the time when we introduced widgets too:)
>
>One more thing, we realize that not every one have a need to use Link Editor
and that is OK too, there will be many other "significant" additions in TS7 to
keep everyone happy.
>
>Roman
>
>-- --Original Message-- --
>From: TSML [mailto:truespace@(protected)] On Behalf Of Hazmat
>Sent: Friday, May 13, 2005 9:23 PM
>To: MailingList truespace
>Subject: [TSML] New newsletter (tS7)
>
>I don't know if everyone else got an email about this, but I didn't so
>on the off chance that you don't know about the new newsletter, have at
>it! http://www.caligari.com/news/news_apr2005/newsletter.html
>
>After looking at the large version of the interface screenshot from the
>newsletter, I can say that I'm more excited than ever about tS7! It
>appears to have a significant node-based editor, which seems like the
>most intuitive way to work for artists who are extremely visual (anyone
>who enjoys the Caligari user interface). I can't wait!
>
>-heath
>
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<DIV>Another way this could be implemented is for the Truespace to create a
switch within</DIV>
<DIV>its display options panel where the app to load a Truespace only O.S.
referencing setup.</DIV>
<DIV>Like a Dos window takeover as with games. However, with much more control
than that</DIV>
<DIV>time and display coordinations could be setup in a similar fashion as the
KFE except it </DIV>
<DIV>allocates processing to the available processor or processors. This way XP
or other O.S. </DIV>
<DIV>is not involved and Truespace can truly maximize the use of Hardware. With
this type of</DIV>
<DIV>switch toggled Truespace returns to the default state of being hosted as a
visual layer </DIV>
<DIV>on top of XP.&nbsp; Thats a benifet of &nbsp;Object oriented programming
in terms of communications</DIV>
<DIV>with more than one processor. Object oriented implementated programming is
still young</DIV>
<DIV>in terms of what it deals with in respect to interactive engagement of its
code from a symetrical and or elegant processing technique.&nbsp;&nbsp
;Stroustrup once said however, a structure does have its place in terms of
overhead whether within an object or not.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Regardless of how it is done it is Kinda neat to think&nbsp;about&nbsp;
&nbsp;- If it happens as it could it certainly may&nbsp;useful in many ways&nbsp
;.&nbsp; Glad to chat on this topic. Thanks very much for posting as it does
provide a view to future possibilities of using TrueSpace. </DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>David</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV><BR><BR><B><I>Roman Ormandy &lt;roman@(protected)&gt;</I></B> wrote:</DIV>
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER
-LEFT: #1010ff 2px solid">Unlike some other programs. Link Editor in TS7 is
applicable to anything, you could even construct your own rendering pipeline,
all by Drag&amp;Drop&amp;Link:)<BR><BR>I actually am not "in the know" about
the RAM limitations of 32 but multi-cores. I would imagine that first
generation dual-core systems will be confined to current 4GB limit but I also
would think that upcoming new generation of PCIe, called PCIe AS (Advanced
Switching) would overcome that as it will treat inside of MS Windows desktop
hardware kind of like a "little private internet" inside the<BR>box.<BR><BR
>Roman<BR><BR>-- --Original Message-- --<BR>From: TSML [mailto:truespace
@(protected)] On Behalf Of Hazmat<BR>Posted At: Sunday, May 15, 2005 8:52 AM<BR
>Posted To: TSML<BR>Conversation: Re: [TSML] New newsletter (tS7)<BR>Subject: Re
: [TSML] New newsletter (tS7)<BR><BR>Roman,<BR><BR>Thanks for confirming my
observations about tS7! Ever since Shader<BR>Magic came out, I've been hoping
that the nodal type of interface would<BR>catch on (in more than a material
editor)! I can't think of anything<BR>else in tS7 that could trump the Link
Editor (for me anyway), but I look<BR>forward to it nonetheless!<BR><BR>One
question on the 64bit versus 32bit multi core subject. I know that<BR>one of
the major advantages of the 64bit architecture over the normal<BR>32bit
architecture is that the 64bit system can use a lot more RAM.<BR>Will the
multicore 32bit systems also be able to use more RAM, or is<BR>this an
advantage the 64bit systems will have? This is more of a<BR>technology question
than it is a tS question, but you are obviously in<BR>the know about these
things.<BR><BR>Heath<BR><BR>Roman Ormandy wrote:<BR><BR>&gt;Heath,<BR>&gt;<BR>
&gt;"Significant" is the word! I am convinced that our new Link Editor (that is
what we call "node-based editor") is more powerful and easier to use than any
other
equivalent in any existing 3D product, including some very high priced systems
. Revolutionary architecture behind it is also making possible real time
scalability on new multi-core CPU's.<BR>&gt;<BR>&gt;With the power comes some
new UI metaphor and we realize that not all TS users will instantly embrace
this new metaphor as "extremely visual" as you did. We worked very hard on
integrating new Link Editor with existing widget and Icon based direct
manipulation which everyone loves. Funny though, I remember we received some
harsh criticism at the time when we introduced widgets too:)<BR>&gt;<BR>&gt;One
more thing, we realize that not every one have a need to use Link Editor and
that is OK too, there will be many other "significant" additions in TS7 to keep
everyone happy.<BR>&gt;<BR>&gt;Roman<BR>&gt;<BR>&gt;-- --Original Message-- --
<BR>&gt;From: TSML [mailto:truespace@(protected)] On Behalf Of Hazmat<BR>&gt
;Sent: Friday, May 13, 2005 9:23 PM<BR>&gt;To: MailingList
truespace<BR>&gt;Subject: [TSML] New newsletter (tS7)<BR>&gt;<BR>&gt;I don't
know if everyone else got an email about this, but I didn't so<BR>&gt;on the
off chance that you don't know about the new newsletter, have at<BR>&gt;it!
http://www.caligari.com/news/news_apr2005/newsletter.html<BR>&gt;<BR>&gt;After
looking at the large version of the interface screenshot from the<BR>&gt
;newsletter, I can say that I'm more excited than ever about tS7! It<BR>&gt
;appears to have a significant node-based editor, which seems like the<BR>&gt
;most intuitive way to work for artists who are extremely visual (anyone<BR>&gt
;who enjoys the Caligari user interface). I can't wait!<BR>&gt;<BR>&gt;-heath<BR
>&gt;<BR>&gt;__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
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<BR>
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