<html><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; "><div>I don't think the ultimate system has necessarily been developed yet. For example, why shouldn't physics be sequenceable along with tweens? Sure, many physics animations are open ended but then again many of them might have natural endings where they would be considered done within an app, such as a game. Laser blast goes off screen, rock bounces to ground then comes to rest, etc. It's totally possible that there are systems yet to design here.</div><div><br class="webkit-block-placeholder"></div><div>Physics is new territory for Go and one looming question is how much of various physics systems (particle / rigid body / constraint based etc.) could be "layered" in the same way tween functionality can be. It might be that it can't, and having a unified pulse would be as good as it gets, I'm not sure yet!<br></div><div><br class="webkit-block-placeholder"></div><div>Even if it's only sharing a pulse, that's a big deal. Imagine trying to run a highly optimized particle system in a real-world program that might also include a tween engine, PV3D or other pulse-based systems that do rendering. Efficiency of all systems is badly compromised, and there is no way to make them play well together. Go is an attempt to offer that by saying hey, even if we only end up sharing centralized update lists, that's a really big deal for efficiency. </div><div><br class="webkit-block-placeholder"></div><div>Eventually it might turn out that we can add common physics events to the core system as well which will also make it easier to tie things together, and it may emerge that physics is layerable in other ways... Open for suggestions!</div><div><br class="webkit-block-placeholder"></div><div>-m</div><div><br class="webkit-block-placeholder"></div><br><div><div>On Mar 4, 2008, at 5:05 PM, Michael Avila wrote:</div><br class="Apple-interchange-newline"><blockquote type="cite"><div> The major similarity seems to be how they are updated (Pulse?). Beyond that each will need it's own syntax, but both do not necessarily need sequencing...</div><div><div><br></div><div><br><div class="gmail_quote"> On Tue, Mar 4, 2008 at 1:38 PM, Jon Williams <<a href="mailto:jon@shovemedia.com" target="_blank">jon@shovemedia.com</a>> wrote:<br> <blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">moses said i should post this here, so:<br> <br> curious ... how do you see PhysicsGo fitting in with the tweening engine<br> stuff?<br> rigid body dynamics and such seem altogether a different animal than<br> go-from-this-number-to-this-number-in-this-much-time (and such)<br> <br> :j<br> <br> _______________________________________________<br> GoList mailing list<br> <a href="mailto:GoList@goasap.org" target="_blank">GoList@goasap.org</a><br> <a href="http://goasap.org/mailman/listinfo/golist_goasap.org" target="_blank">http://goasap.org/mailman/listinfo/golist_goasap.org</a><br> </blockquote></div><br></div></div> _______________________________________________<br>GoList mailing list<br><a href="mailto:GoList@goasap.org">GoList@goasap.org</a><br><a href="http://goasap.org/mailman/listinfo/golist_goasap.org">http://goasap.org/mailman/listinfo/golist_goasap.org</a><br></blockquote></div><br></body></html>