Hi everyone. Sorry I haven't been around much. For most of the time I was just burned out on coding. Now I seem to be getting back in the mood and for the last few weeks I have been working on something new. I didnt want to say anything about it until I was sure it was going to work. Now I am pretty sure and I can start talking about it.
Its called SketchyBehaviors. And its hard to describe it in a sentence or two. Its kind of like Sketchups Dynamic Components but on steroids. Another way to describe it would be SketchyPhysics without the physics engine. But dont worry, the physics engine will still be there and vastly improved.
The idea is that any group or component can have one or more behaviors. And a behavior can do pretty much anything. A simple example is a door that opens when you click the doorknob. Or a building where you can adjust the number of floors with a slider. Or a full FPS camera system. All without the complexity of the physics engine.
The best part is that anyone who can do a little ruby scripting can make a behavior. And they are reusable. For example you could write a behavior script for a car that would look inside the group find all the sub groups named "wheel" and attach them to the group named "body" with hinge joints or whatever. Then reuse that behavior on any "car" type group that fits the naming convention. Or give it to someone who wants to make a car but has no idea how to do the physics connections.
And a really savy scripter could do amazing things! For example: say the physics engine supports materials (it does) and I haven't got around to exposing it (like I haven't) then someone could probably write (with some coaching) a "Physics Material" behavior that would expose as much of it as he wanted. With a simple seamless interface for a end user to access things like friction with a slider.
Here is a screen shot from the current version:
In the shot Sang has two behaviors attached to him. One makes him a physics body (thats right SketchyPhysics is now just a collection of behaviors). The other behavior doesnt actually do anything but shows off some of the UI elements a behavior can have. Note the "code" in the Behavior editor describes what UI elements are in the behavior in Sangs properties.
Most of the major features are now working and I am staring on making various behaviors to see how it well it works and what needs changing.
Sorry, No idea when it will be ready for a release.
Chris