<div dir="auto">Catching up with history:</div><div dir="auto"><div><a href="https://news.ycombinator.com/item?id=13022529">https://news.ycombinator.com/item?id=13022529</a></div><br></div><div dir="auto"><br></div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sat, Jul 31, 2021 at 5:11 PM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)">I am wondering if the goal of immutable instances is desired or even feasible in X3D.<div dir="auto"><br></div><div dir="auto">As a small example, I might want to change the color of something. A larger example might be animating a mesh. I understand that you don’t want to regenerate the mesh each time you move it, as this would require twice the memory. However I can see that changing coordinates or normals might be desired.</div><div dir="auto"><br></div><div dir="auto">Does immutability really have a place in an animated system?</div><div dir="auto"><br></div><div dir="auto">I remember my first sorting algorithm I ever wrote i used two data structures, one for initial data, and one for the result. Seemed reasonable to me, but my teacher said no.</div><div dir="auto"><br></div><div dir="auto">Thanks!</div><div dir="auto"><br></div><div dir="auto">John</div>
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