well, how about redoing it from scratch with a proper scene tree
start pulling things into separate files
extract more files, tweak some access modifiers, sprinkle some accessors
more of the same
recycled a gtk2 wrapper
gfx starting to work
can now run and pause (new idle callback mechanism)
proof of concept that the object-tree idea really pays off
playing around with trailers, need to plot internal data to see if i got it right (something looks fishy)
tractor-trailer debugged; works like a charm, but gtk/cairo is way too slow -- will stick with opengl for npm2
an idea for removing instances from registries. also sprinkled some documentation.
added a parameter guard for strictly positive values; but still sorely missing a sensible way to return human readable error strings when parameter guards block a request
made things configurable. thinking it may make sense to reuse the fpplib factory builtin registry mechanisms instead of static class-specific registries, but that requires dealing with potential duplicates when objects get created both either via factory or directly from other code.
typo
big strides towards configurability and a generic robot client setup
hm, shall robot clients be objects, or shall objects have optional robot clients?  the latter sounds cleaner for now...
extracted robot client for bob
ready to try creating and destroying some objects and robots on the fly...
Braitenberg vehicle for testing spawning on the fly, but debugging it
brought to light a Heisenbug: when certain messages are suppressed in
Simulator::simulateProcesses, then some (or all?) processes stop
running. Very weird.
creating robots on the fly works.  use click+drag in this example