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