Posts tagged ‘Bungie’
February 21, 2011
I’ve been looking into Bungies approach to scene traversal, and thinking about how it would work for max. I look at it from time to time – but have recently taken a greater interest into as I’m solidifying a lot of my methods and need a way to traverse there hierarchies.
Essentially (from what i understand), they have metadata nodes which contain standard attributes: type, version etc, children which reference other metadata nodes attached and any additional custom attributes which reference nodes that are attached. Nodes are attached via a .metaParent attribute to allow recursion up to the ‘meta parent’
Im assuming both meta nodes, and nodes themselves use the ‘.metaParent’ attribute to recurse up until a ‘meta root’ is found, and if not how does a meta node find its parent?
In max, i think this would mean single or multiple attributes on the same or different objects could reference each other using the .metaParent’ and ‘type’ attribute.
Where a metaNode or Tag as i like to call it, contains custom attributes pointing to the nodes attached for a specific system such as ik, it essentially becomes a ‘Hub’ with the ability to inherit functions of the tags connected to it.
Would this make the ‘meta children’ attribute redundant though?
February 7, 2010
From looking at the GDC paper on Bungie’s modular meta-data approach I think i can simplify this down to something like:
For example leg.upper.twist.1 so that ‘leg’ is the system and ‘upper’ as an element of that system. Systems themselves still have attributes, but also contain .elements. Elements in turn have .name, .node, .system (which refers back to the system there part of).
I think this may take on the form of a pseudo XML/HTM tag based approach:- list.element with attributes list.elements element.list, element.name etc..