What's special about MindsEye ?
- Modular design, anything can be
added or changed.
- Multi-scene/user concept, This
basically means RCS for worlds. In the not so near
future people will want to be working on large scenes with more
than one person at the same time.
- Kernel-system view instead of
Modeler-system view, This part is the toughest one
to explain. Think of a small program that is aware of things like a
modeler or a materials editor. It does not know how they work but it
can manage it and run them. These things like a materials editor
are what we call a module. A module is also a flexible system in that
it can use plugins. Where a module has a lot of general code,
a plugin is designed for a specific task. Modules are basically
finite we have defined a certain number of them.
- Object oriented modeling design.
The data-structure we use is a OO one. So you can inherit from a
sphere and refine it or change it.
- Network support in a MindsEye-kernel
way. We have a module called "Network" which can tie
several MindsEye kernels together and make them behave like one big
program. When you are installing a MindsEye system then all you have
to do is install the kernel and add the features that you want on
that station. It could be part of a render farm or it could be a
modeling console, whatever.