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8:39:49
scymtym
Shinmera: i have been thinking about that as well. want to compare notes at some point?
8:43:09
Shinmera
Here's my use-case right now: typically an outside system using Alloy will have its own event types. I'd like it to have "zero cost" event mapping to Alloy's event types by adding them as traits to the instances and implementing the necessary methods to fetch the data. In Alloy itself the event dispatch would then work as if you had created actual instances of the event classes.
8:43:55
Shinmera
So my current problem is primarily about adding type information to an instance without creating a custom subclass.
8:44:58
Shinmera
Possibly something could be done like creating a class without associating it with a name and then change-classing to that, but that would change the class-of result to one that "doesn't exist", so I don't know if that's great.
8:47:24
scymtym
i'm not prepared for this discussion right now, but the insight i had was that determining trait membership is allowed to be expensive since it can be cached and baked into a normal CLOS-style dispatch based on the object class
9:16:14
|3b|
ACTION might end up implementing some of pathfinder anyway... thinking about what i want from a 2d drawing lib, and wondering if it is worth implementing the simple version or if i should just go straight to a 'real' one
9:17:50
|3b|
original idea is just doing things like draw a quad, chops off ends in shader to make round ends, etc
9:19:15
|3b|
but by the time i've added variants for drawing curves, stroked rounded rectangles, polylines with fancy joins, etc, the 'simple' version starts getting complex
9:20:09
|3b|
so might be easier to just start writing something general purpose like pathfinder and use that instead
9:21:33
Shinmera
The interface I use in Alloy at the moment is purposefully very stumped to make it easier on backend implementors
9:22:08
Shinmera
But I have been thinking about adding stuff like bezier curves, and then you quickly get into that same problem.
9:56:22
|3b|
looks like nv style needs lots of stencil buffer multi-samples to get good AA, so guess i'll start with pathfinder tiling and see how it does
9:58:32
|3b|
probably 90% of what i'd want it for would be simple UI stuff where it would be trivial to build, and most of the rest would be on higher-end systems where i could offload it to compute shaders or something