From: Dennis S. <sy...@yo...> - 2004-12-14 15:16:46
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On Tue, 2004-12-14 at 11:39 +0200, Vitaly V. Bursov wrote: > On Tue, 14 Dec 2004 00:57:27 +0100 > Dennis Smit <sy...@yo...> wrote: > > > Big Question: > > Implement only in libvisual-AVS > > Implement in libvisual as an eval language > I think it should be available to other plugins too. > > IMO Big question is: > Flexibility vs. speed. Speed without doubt, what I am talking about is really the AVS script language. It's not flexible but mainly an eval at crack, example: A superscope (completely controlabe scope) has 4 script entries: point: Type STRING: d=i+v*0.2; r=t+i*$PI*4; x=cos(r)*d; y=sin (r)*d frame: Type STRING: t=t-0.05 beat: Type NULL init: Type STRING: n=800 The per point entry is most important here, this will get called for every point it draws, regarding the scope. The figure that comes from this is a circle that spirals inwards. People create unbelievable nice presets using the AVS basic elements and this script language. It's really really nice. Another place where it's used is for dynamic field displacement, where the pixel displacement vectors are calculated using this script. When being just in time compliled, this is feasible. They do it, so we have to be able to do it as well. > > Extend language with more instructions than AVS has. > Is there a list of functions or smth about AVS around to take a look? Mostly the basic math functions like cos/sin/tan some extra simple ifs and a few more bits, but VERY basic. > > The advantage of doing it in libvisual is that everyone can > > use the script language. The big question is still, does it belong > > here ? I am very doubtful about this, however, putting it just > > in the libvisual AVS plugin would make it inaccessible for others, > > that while, when the jitter rocks, it can be really useful. > You can put it in libvisual-script library :) Well, yeah heheh. but that would bring us to 4 libraries already, I am bit afraid that we're splitting it up too much, not sure about it tho. > > You could use equations to shape the waveform and such, and make > > them user editable.... > I was able to make minesweeper game using scivi's scripting language :) Yeah I saw that in the shots, looks very impressive... talking about scivi.. when will it be ported ? :) *grins* Cheers, Dennis |