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    Harald Steinlechner
    @haraldsteinlechner
    for non-animated scenes we have no monolothic mainloop. whenever something changes we trigger rendering. why is it this way: we don't render when nothing changes. this is a nobel goal. what we have if you want to have animation, the renderwindows provide a mod called win.Time which is a Mod<DateTime>. So for animations the official recommendation is to Mod.map on this time. An example which refines this approach with higher precision timing could for example be found here: https://github.com/aardvark-platform/aardvark.rendering/blob/master/src/Examples%20(netcore)/10%20-%20NBodyCompute/Program.fs#L201
    For fixed timestep animations, one can do a much easier approach, as given here: https://github.com/aardvark-platform/aardvark.docs/blob/master/src/BackgroundColor/Program.fs#L39
    is this approachable?
    additionally the camera controller in rendering is kind of cool. as long as the animation should be active, frames are produced as fast as it can, and if you stop the animation the application falls back to "only render when again something changes"
    Evgeniy Andreev
    @gsomix
    got it
    Harald Steinlechner
    @haraldsteinlechner
    and via those adaptive functions, all dependencies for input values get tracked precisely. as an example if you have an animation till a button is pressed, the adaptive function has the button as input dependency
    Evgeniy Andreev
    @gsomix
    yes, I think I just can just replace Sleep with accumulators to have more precise fixed timestep
    Harald Steinlechner
    @haraldsteinlechner
    ah you mean an inner loop?
    Evgeniy Andreev
    @gsomix
    I want to accumulate time to perform world update (let's speak in game terms :)) at fixed rate
    Harald Steinlechner
    @haraldsteinlechner
    if i understand correctly this sounds like a good idea. but then one could just have a physics thread and when desired flush data into the mods for rendering?
    this also is somehow related to a student project some time ago. in his aardvark based project he explored vr interaction techniques. https://philipperler.net/2017/06/13/haptic-feedback-in-room-scale-vr/
    he was kind of the first trying out elm stuff in combination with VR and a physics engine behind
    what he did there was roughly:
    • have immutable world
    • compute changes, flush to physics system
    • physics run in physics engine
    • flush back results into immutable world
    Harald Steinlechner
    @haraldsteinlechner
    is linux support dead after our backend program cleanups?
    @krauthaufen
    will check in the evening
    Georg Haaser
    @krauthaufen
    hey, i haven't tried the linux rendering for a long time but at least vulkan should be working. I don't recall a reason why GL shouldn't work but as always coule take a day or two really makingbit run again.
    Harald Steinlechner
    @haraldsteinlechner
    lol for the animation topic there is already a wiki entry which is empty: https://github.com/aardvark-platform/aardvark.docs/wiki#faq-aardvark-programming
    Dallin Beutler
    @dallinbeutler
    haha I guess that wasn't a small question! So you fully recommend the Elm style in https://github.com/aardvark-platform/aardvark.media/blob/master/src/Aardvark.UI.Primitives/FreeFlyController.fs#L412 and https://github.com/ErlerPhilipp/VR_DA vs the pure rendering approach with adaptive blocks? I'll definitely dive in those!
    Harald Steinlechner
    @haraldsteinlechner
    watch out VR_DA is old. since then a lot developed in aardvark.media and aardvark.vr https://github.com/aardvark-community/aardvark.vr
    and... it depends. if more and more ui and interaction comes in, media and elm style becomes more and more attractive
    in the case you simply wanted to have a camera for a simple game or tech demo, pure rendering is ok
    we have aardvark users who simply use aardvark.rendering and build a user interface with wpf for example around it. this is doable, but with more and more interaction you will find a more functional style (in contrast to mod.change and transact changes) more and appealing.
    Harald Steinlechner
    @haraldsteinlechner
    PRo3D (http://pro3d.space/) completely switched from pure rendering + ui code to purely media based which really turned out well since it is interaction focused. here, in samy the salmon @gnufu and @hyazinthh implemented a game. here the focus lies on rendering techniques https://github.com/gnufu/SamyTheSalmon
    WalchAndreas
    @WalchAndreas
    btw we also have a blog: https://blog.aardvark.graphics/
    Harald Steinlechner
    @haraldsteinlechner
    we should add blog links to some places
    Evgeniy Andreev
    @gsomix
    @haraldsteinlechner you could send some posts to Sergey Tihon (F# Weekly)
    Georg Haaser
    @krauthaufen
    memo to myself (or anyone with admin access on my server: we should auto-build the blog if we didn't already. just like the web-stuff.
    Harald Steinlechner
    @haraldsteinlechner
    yep to both
    WalchAndreas
    @WalchAndreas
    @haraldsteinlechner blog is build from here.. https://github.com/aardvark-platform/aardvark-blog-new
    Dallin Beutler
    @dallinbeutler
    let me know if you need me to clarify anything
    Evgeniy Andreev
    @gsomix
    good morning

    I've removed <DebugType>full</DebugType>, but still not sure. please review, maybe I miss some usages of full PDB? I know that full PDB is useful for unit-tests projects, because some of frameworks still uses it, e.g. for retrieving line numbers

    aardvark-platform/aardvark.rendering#44

    I'm going to continue check examples then :)
    Evgeniy Andreev
    @gsomix

    aardvark helps to find UI bugs in Rider ;)

    https://youtrack.jetbrains.com/issue/RIDER-31387

    Georg Haaser
    @krauthaufen
    cool 😀
    Stefan Maierhofer
    @stefanmaierhofer
    👍
    Evgeniy Andreev
    @gsomix
    what is masterlisa?
    good evening
    @haraldsteinlechner any chance to get aardvark-platform/aardvark.rendering#44 merged?
    Georg Haaser
    @krauthaufen
    done
    masterlisa is actually a semi-internal project by @gnufu
    maybe we should ask her to move it somewhere else
    Evgeniy Andreev
    @gsomix
    @krauthaufen thanks!
    Evgeniy Andreev
    @gsomix
    Good morning
    What do you think about `
    dotnet templates? Did I miss any features in experimental template?
    Evgeniy Andreev
    @gsomix
    What's to be done