The Interview
AFR: Anthony Frausto-Robledo, Founder
& Editor, Architosh
NF: Nader Family, Founder
of BOA
NF: Anyhow, first, we expected to extend geometric dependency in
the frame and object libraries where instead of deforming an object
when it is scaled, its internal geometric dependencies are triggered.
For example, if a window is designed with 11" vertically spaced
mullions, when it is stretched, we will add new mullions if there
is space for them, and then center them depending on the design
intentions of the user.
AFR: Will BOA always remain just an architectural
CAD program?
NF: For the moment
it will remain so. The reason is that I am an architect by training
and have practiced for a number of years doing some pretty good
sized buildings. Now BOA has some pretty advanced technology in
it which could be applied to other professions, but I don't know
those professionals like I know architecture. Consequently, BOA
is developed for the complete process of architecture from design
through construction.
I can easily turn BOA into a modeler for the industrial design
profession but I don't know what types of manufacturing requirements
exist, what the processes of producing appliances out of plastics
are, so I would only be taking them half way. If a talented and
knowledgeable person can extend our technology for industrial design,
or any other profession, we would be more than happy to accommodate
that.
Of course the first extensions would be to
provide tools for related building trades and professionals, such
as builders, structural designers, mechanical engineers, and interior
designers. I believe the most valuable technology in BOA is the
ability to visualize the work on the cross-section of an object
in any view. That's just one of the things that BOA can do.
And as I have mentioned before, game developers
and scene developers could use BOA eventually. These professionals
need solid, dependable scenery because you can't have light leaking
between your models. Now if you are doing a large amount of manipulations
with Booleans then you can get models that are not air-tight, which
is important because of the quality of the lightwhich can
really kill you if you don't have an absolutely tight model, which
BOA can provide.
Now this is another area which we can attract eventually, but primarily,
for now, BOA is an architectural application.
AFR: Well. This has been very interesting
and it sounds like BOA is pretty advanced. I would like to ask you
questions about Apple now if you don't mind.
NF: Sure.
AFR: How is developing for the Macintosh
today different than developing for the Mac back in the Architrion
days?
NF: Obviously there are more powerful tools.
But that is not dependent on Apple Computer.
AFR: What does Apple do well with helping
developers today that it didn't do well in the past?
NF: The only fresh difference is that Apple
has realized that for developers to survive they need to support
multiple platforms, even if the primary platform is the Macintosh.
Let's hope this trend will continue.
AFR: What does Apple need to do better with
developers?
NF: We started using some of the Apple specific technologies, but
scaled down when it became clear that maybe some of these technologies
were not developed for the long term, and that they were competing
with more industry standard technologies.
For example, GX Graphics was slowly developed and then dropped,
going against PostScript with something similar and not yet beyond
was a mistake. Then there were rumors about QuickDraw 3D being packed
up, etc. Again, going against OpenGL and ACIS without really going
beyond was a mistake.
So, we had to take a long hard look and try to do as little with
Apple proprietary add-ons as possible. We did voice our opinions
about these issues early, but I don't know if anyone was listening.
We have probably developed equivalent to 30% of the QuickDraw 3D
code inside BOA. That was expensive.
It is easy to say you listen to your customers, but harder to do
it. Apple has the toughest problem with this. It is a great company
and does certain things quite well. It needs just a little more
energy in really understanding the developer's goals.
AFR: What is the number one thing Apple could
do for you to make BOA a better application? What do you need?
NF: Better cross-platform development tools. It will bring more
people to Apple in the long run, and retain a lot of students who
are coming out of colleges. It will also help us survive while Apple
increases market share.
Also, Apple has to work more closely with us in reaching users.
Co-marketing channels have to be optimized. It is not fashionable,
but there is a need to also think long term, and that is where listening
to developers is essential.
AFR: What should Apple add to OS Xor
support more fullyto make CAD development insanely great on
the Macintosh?
NF: This is a tough question because we never understood Apple's
long term goal. We have done so much of the work ourselves that
it is hard to ask for the little things here and there. Major things
we do internally, such as geometry engines.
But, extending OpenGL to the full implementation should be a the
major short term goal, and then mixing it seamlessly into Quartz.
There are things that each technology can do alone really well,
the combination would be very powerful.
AFR: Well, that sounds smart and let's hope
that happens.
It's been really good talking about BOA and
it's time to rap things up, but I want to encourage your excellent
efforts with going out and beginning a next-generation architectural
CAD product first on the Macbecause you believe in the platform.
That takes a lot of guts and faith in Apple and you deserve to be
commended.
NF: Thank you and thanks for this opportunity.
Well that completes are second major exclusive interview on the
new Architosh site. If you haven't read our last interview on VectorWorks
and Mac OS X, go do it now. It has lots of fantastic back ground
material on Apple. Very interesting.
We will be working hard on the next interview in the coming weeks.
Stay tuned to Architosh for more in-depth, high quality content
covering all things Macintosh CAD/3D/AEC.
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