Now I can instantiate multiple simultaneous scene zoom views, and fire off different events and states to each of them independently, with a master realm view class to handle all the different scene views, and navigating between them.
Also been discovering just how useful C++ object container templates can be, making use of list iterators, object maps with custom object key index types, and all for the sake of implementing all this in a wondrously wacky spiral coordinate system which specifies locations within the realms using 4 ints, each of which represents a linearized spiral offset from a different precision level...
Blessings be the games within the realms, where play consists of the act of creation itself. Long weekends rock!
A gathering spot for friends of the Hobbit Asylum in virtual reality.