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Ah, I think I understand now — basically what you’re describing is a schema for defining UI code as a tree of c++ structs. …which, honestly, horrifies me. I r
by UncleEntity 5y ago
Ah, I think I understand now — basically what you’re describing is a schema for defining UI code as a tree of c++ structs.
…which, honestly, horrifies me.
I remember for a time I was adding drag and drop to various parts of blender (Ton went on his yearly vacation and this is what he brought back) and every little change required a rebuild to test which wasn’t the quickest on my little netbook. Mind you there was zero documentation and I was pretty deep in the innerds so there was a lot of trial and error involved. I literally spent most of the time waiting on the compiler because, well, I’m not the best coder out there.
Working on the UI code was a dream in comparison — edit code, reload python module, see changes, rinse and repeat.
- jcelerier 5y ago> Ah, I think I understand now — basically what you’re describing is a schema for defining UI code as a tree of c++ structs. yes :-) > I literally spent most of the time waiting on the compiler well, it being a tree of plain structs without 200kloc of header files to parse also means that it's possible to implement very fast live-recompilation, like this: https://youtu.be/fMQvsqTDm3k?t=87 https://youtu.be/fMQvsqTDm3k?t=87