2 ;;; - bridge between blender and engine, in addition to inotify-watching.
3 ;;; this will be best possible with some ready to run rpc framework,
4 ;; i.e. xmlrpc.server.SimpleXMLRPCServer
5 ;;; source files if no bridge is available
6 ;;; - interaction with windows messaging, i.e. enable powermenu
7 ;;; - config.lisp loading a la emacs
8 ;;; - ensure conversion to CL-TUPLES::FAST-FLOAT on system boundaries,
9 ;;; also add normalization and test for divergence on low optimization
10 ;;; levels to *every* operation
11 ;;; - be sure about the coordinate systems, i.e. 2d+gui/3d
12 ;;; - how to do networking (iolib? or some other plain library?), sound
14 ;;; - serialization? cl-store or something else?
15 ;;; - FINALIZE as per its description, i.e. register closures to directly
16 ;;; deallocate the nested resources. since this may occur in any thread,
17 ;;; unloading of textures needs to be pushed to the main/opengl thread -
18 ;;; the same goes for other values (openal?) similarly. it may be
19 ;;; possible to still retain often used resources in a separate cache,
20 ;;; but that's just icing then. better make a state-chart for all this
21 ;;; behaviour, i.e. when is a resource (successfully) loaded, what
22 ;;; happens at what stage
23 ;;; - replace missing resources with placeholders, which may still be
24 ;;; corrected, i.e. by saving a file to the wanted name, or correcting
26 ;;; - resource lookup by what? filesystem like? how are different
27 ;;; authors sufficiently discriminated against?
29 ;;; future future ideas
30 ;;; - bytecode vm for scripting? targeted to mathematics, i.e. full
31 ;;; regular tower + vectors + matrixes + quaternions, which then may be
34 ;;; every object in the world is in the scene tree and in the spatial
35 ;;; trees. if an object is removed, it is removed from all trees. if
36 ;;; an object moves, it has to be reinserted in some of the spatial trees,
37 ;;; also if it changes its scale, rotation and furthermore its actual