10:54:06|3b|if they did share enums (and didn't just declare their own local copy of the valid ones), using numeric constants instead of keywords would also be easier there too
10:59:29selwynbut it seems not worth it to justify a rewrite of cl-opengl
11:00:04|3b|yeah, wouldn't do it just for that, but might consider it if i were rewriting it anyway (which i would like to do)
11:00:53shinmeraIn other news I have discovered that there is no standard workflow for getting IK information from a modelling software into an engine :upside down smiley face:
19:44:31shinmeraAnimations are forward kinematic, the animator says where bones go
19:44:40shinmerabut that will clip into geometry on uneven terrain
19:44:57shinmeraso you need inverse kinematics mixed in to make sure the feet plant onto the ground right, or the hands touch the walls, etc.
19:45:36selwynso ik is like a pass that modifies animations?
19:45:46shinmerain my ideal vision the engine will be able to import information about which IK systems to define, what constraints to place on the bones, and how strong to blend the IK with the FK.