StefanDidak
About scripting in Oasis:
Thanks for you views. I agree with you whole heartedly for the most part. So far, I have a plane to build things in two parts: one is the Core and the other is a set of .dll/.so files that I’m calling the modules. The Core holds all of base classes for GUI, File and memory management, node architecture, animation handlers and scene graph. All the other features are written in dynamically linked modules (plugins, essentially). The modules will consist of things like geometry structures, animation interpolation schemes, IK solvers, skeleton tools and so on. Basically what you might think of as the ‘tools’. I’m sure your familiar with the concept. It’s far from “new” but it has an excellent feature where, as you develop the base, you are essentially developing the plugin API. This also makes it much easer to add features one by one and thus allows other developers to build onto Oasis by simply sub-classing a node type and filling in the data structures and actions. This way, it allows me to treat everything in the scene graph as a node who’s connections can be altered.
Anyway, I’m getting a little off track (sorry). The scripting API thus becomes a simple translation layer to the built in base Oasis classes with some abstraction surgar thrown in to make it easer to digest. sort of like how you can call C++ classes in Python. Also, this allows Oasis to be language neutral.
This is all in theory right now but my experiments have been very encouraging. I’d love to talk to anyone who has worked on and application that works like this… Hint… Hint… 
Markyjerky,
About BSPs:
Interesting. I think I might just do an oct-tree anyway though. I can foresee a few uses for it in other ways. Maybe Ill just leave it as an option incase scenes get to big.
About GL and GUI kits:
Yep, all of the tool kits Ive seen based on OpenGL are pretty gross to me too.
Thats why Im having to write my own.
Basically, the mockup of the GUI that I did a few pages back is an exact replica of what I want it to look like. There a four things about it that prevent me from using another GUI tool kit:
- Transparency across platforms: Almost all the platforms I intend Oasis to run on include some sort of transparency attributes in there api but nothing thats standard across platforms. And to make things worse none of the app tool kits that I looked at provide for it. Making Transparent widgets in OpenGL will allow me more flexibility and portability.
- smoothed fonts: again, none of the gui tool kits provide for this. By the way, Id love to see the bitmap font manager you wrote. Is it a rasterizer or texture map based?
- Moving panels: OpenGL can easily animate any aspect of the UI and thats one of the features Ive been working on
- I have a lot of very specific ideas about custom controls and menus that I just cant do any other way then building my own. Doing them on GL will mean that I can make sure that they work exactly the way I want them to.
Where things get difficult is trying to build things like standard menus and file dialogs. For that I think Ill eventually end up coding OS specific panels. That might also keep people from feeling too freaked out about the fact that the UI is so different.
If you look at the UI mock up and think you know of a GUI kit that can make an app that looks exactly like that, then please let me know.
-=GB=-