MV3D Development Blog

November 18, 2007

Nevow fun

Filed under: Uncategorized — SirGolan @ 12:11 pm

I finally got to spend some time yesterday working on the photography website. Admittedly, part of my motivation is that I’m also writing a site in Nevow for work that is due on Monday, so I’m trying to learn it as quick as possible. If anyone has a link to some good / up to date documentation, that would be cool. I’ve mostly had to learn from the source & examples with a fair amount of guessing going on.

I still haven’t really integrated the site with Axiom yet, but at the moment, it does have an index page right now. I was able to find this javascript that does all I want as far as slide shows go. I just need to hook that into Nevow/Axiom so that Corey can choose what images go there.

Something I’m finding confusing is how the tags work in the xml templates. This could be because the only other template engine I’ve ever used was one that I wrote, and it had a whole programming language you could use in the templates. Anyway, for a while, I thought you could only put the nevow: tags in div tags. I finally figured out that it can be any tag.

The other thing that’s confusing me is forms. I’m looking at the examples that use formless, and I pretty much don’t understand how they could actually work. So, that probably means copying them and messing with them until they break and figuring out how they work that way. I’ve also never used anything to create and parse web forms other than the library I wrote for it.

Anyway, today is housework, building a computer, and hopefully finding time for MV3D. No pretty screenshots. I got bipeds working again, though there is one little issue, but I think that’s more related to how bodies work than anything. I’ve moved on to moving the water object over. That’s also a little bit tricky since it was probably the only object that still talked directly to Ogre. It’ll still have to do that to an extent because it uses render to texture, and I haven’t yet thought of a good way to wrap that in a non-renderer specific way. Next is wrapping up the object refactoring with terrains. I’m hoping I can do some huge cleanup there since they are (I think) one of the things that cause the client to freeze while it is logging in to the server. I bounced the mesh generation to its own thread, but that didn’t seem to help, so either the terrain is bombing out PB when it gets transferred because of the height data (I moved to a array(”f”).tostring() hoping to solve that), or I don’t know what the issue is. Anyway, hopefully I’ll work on that today. Then there’s actually one more object to change to use bodies, and that’s the beach ball. The beach ball should be more fun now that I added a “kick” command. It should also be incredibly simple to convert since it’s just the same as the box except the collider and mesh.

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