Node System

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<h3>Code Calling Order</h3>
<h3>Code Calling Order</h3>
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It all starts in the controller, and, well, we need a rootNode.
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When connecting, the nodes built a linked list that we travel down when the scene is running. We connect the ''nextNode'' variable by connecting with the NodeIn and NodeOut Buttons.
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The current node has it's
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Nodes that qualify as Root are: RootNode and KeyInputNode
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[[Category:Coding]]

Revision as of 00:20, 18 March 2009

Here's a brief description on how the node system works.

Nodes are visual representations of instructions that are executed sequentially (or depending on the connections of the Nodes amongst each other) when the scene is running. They all start with a Root, either a CharacterRoot which is connected to a character, a ScriptRoot Every Node can be connected through the NodeIn and NodeOut buttons to another node - this creates so called Node Trees. The Controller has a list of every node in the scene. Every RootNode is the beginning of a Node Tree. The Controller will call the execute() function of the current Node in every tree.

Code Calling Order

When connecting, the nodes built a linked list that we travel down when the scene is running. We connect the nextNode variable by connecting with the NodeIn and NodeOut Buttons.

Nodes that qualify as Root are: RootNode and KeyInputNode

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