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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 light—which 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 X—or support more fully—to 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 Mac—because 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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