Archive for the 'Developer' Category

Alpha Version Released



The alpha version of Point Break is now complete.  For an alpha, it is packed with features, documentation, and examples.  I also expect it is more stable then most alpha software; well over 20,000 lines of unit test code have been hammering on it several times a day for months.  If you're interested in trying out the alpha, contact Tom Urie at PointBreakAlpha@agi.com.

Before I provide an overview of the major features, I'll show two example projects that ship with the SDK.  We’ve blogged a lot about the data structures and algorithms deep inside Point Break, but we've rarely shown it in action – these examples will change that.  Since we know there's no better way to learn an API than by example, we've provided the HowTo project shown in the video below.


View the higher quality .avi (31.6 meg) if you want to be able to read the text in the video.

This example presents many of the component's capabilities organized by namespace and object. When the user clicks on a task, the 3D window is immediately updated. In addition, the code used to create the visualization is shown in the code view for easy copy and paste.  The HowTo actually reads its own source code to display the code.

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Introducing Primitives



In Point Break, primitives form the building blocks of a 3D scene. Developers create primitives and initialize them with information, such as position and attitude. Primitives then take care of all the 3D rendering (drawing) and optimizations, allowing developers to focus on their application code.

An abridged set of primitives planned for Point Break include:

  • Models – Support for the industry standard COLLADA format and AGI’s MDL format.
  • Markers –2D images that always face the viewer and remain a constant pixel size. Markers are commonly used to visualize a large number of tracks moving in real-time.
  • Polylines – Used for rendering lines on the ground or in space. Polylines are used to visualize many things including country borders, drop lines, range rings, and access lines. Polyline variants can conform to terrain when drawn on the ground.
  • Triangle Meshes – The rendering workhorse for things such as area targets (e.g. states or countries), terrain and imagery extents, ground ellipses, and border walls. The surface mesh, a triangle mesh variant, can conform to terrain when drawn on the ground.

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