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World: r3wp

[!Liquid] any questions about liquid dataflow core.

Maxim
24-Jan-2010
[1122]
note that I already have access to a fully functional and highly 
optimised C-based graph engine which allows me to create billions 
of nodes, and much more.  


Integrating that system into REBOL is part of my current contract 
work.
Robert
24-Jan-2010
[1123]
Will you tell us what engine it is?
Pekr
24-Jan-2010
[1124]
I expect it being Max own implementation ... Liquid, globs, and all 
his stuff ...
Robert
24-Jan-2010
[1125]
In C? I doubt that...
BrianH
24-Jan-2010
[1126]
Nope, it's C (or maybe C++, I forget). He prototyped it in REBOL 
then went native for speed/scale.
Maxim
24-Jan-2010
[1127]
its not my engine, and am not at liberty for now... it will become 
public at some point though, its not my code, so I'm under NDA.
BrianH
24-Jan-2010
[1128]
Ah, too bad. Still, sounds fun :)
Maxim
24-Jan-2010
[1129:last]
The engine will use liquid's flexible interpreted messaging overlayed 
on the other graph engine which I will use for scalability in sheer 
volume of connections and nodes I can allocate.  just a portion of 
the tree usually needs to be in RAM at any given time, and in fact, 
parts of processing tree can now reside on different computers since 
the graph engine is refered to... it should be quite fun to use.


this will be tied in to the OpenGL and scream core scene-description 
engine as one cohesive toolset.


in this system, the binary nodes will actually be optional and should 
be invisible when used from the rebol application's point of view.