[x3d-public] motivations and potential renaming of OM4X3D as X3D Unified Object Model (X3DUOM)

Michalis Kamburelis michalis.kambi at gmail.com
Sat Aug 19 09:19:43 PDT 2017


2017-08-19 16:11 GMT+02:00 Don Brutzman <brutzman at nps.edu>:
> f. Development of programming-language APIs for X3D using JavaScript, Java,
> C, C++, C# and Python can continue to proceed in parallel.

My Castle Game Engine ( https://castle-engine.sourceforge.io/ ) is
also providing API to manipulate X3D scene graph using Object Pascal
:)

An easy example how to build X3D scene graph using Object Pascal code
is e.g. in the manual chapter "Transform, animate, duplicate, build a
scene" https://castle-engine.sourceforge.io/manual_scene.php , scroll
to section "Building and editing the scene". You can create and edit
the X3D scene graph before or during the game, that's how my game
engine exposes the full strength of X3D :)

The documentation under
https://castle-engine.sourceforge.io/vrml_x3d.php lists of all the
supported nodes, with links to X3D specification and to our Pascal API
documentation, e.g. click on "Transform" and it's"(API reference)" in
https://castle-engine.sourceforge.io/x3d_implementation_grouping.php .

BTW, the API of nodes is partially generated automatically. We have a
simple text representation of nodes in
https://github.com/castle-engine/castle-engine/tree/master/src/x3d/nodes_specification/components
, see e.g. "Grouping" mode on
https://github.com/castle-engine/castle-engine/blob/master/src/x3d/nodes_specification/components/Grouping.txt
. This is parsed and automatically converted to a (partial) Pascal
code defining this node by a program x3d-nodes-to-pascal in this
repository.

Regards,
Michalis



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