Rob,

Thank you!

Tony

On Nov 24, 8:44 pm, "Rob Bateman" <[EMAIL PROTECTED]> wrote:
> Hello Away3ders!
>
> As some of you may have noticed, things have been getting a bit complex of
> late in Away3d development. What with flash 10 and textfield importing, and
> speed and stability a priority within the trunk and version releases, the
> team have decided to create a number of development branches within which
> you can follow certain features as they are created. However, this requires
> a little explaining, which i hope this mail will do.
>
> Referring to "branches" basically refers to folders in the branches
> directory of the googlecode svn. In version control, a branch means a copy
> of the codebase that is developed independently to the main trunk
>
> Branches in svn repositories are the usual way for any new feature to be
> developed. There are two advantages to working this way - the feature being
> developed in the branch can be done so independently of the main trunk, so
> as not to risk the trunk version becoming unstable, and developers wishing
> to test the new features can do so by pointing their svn clients to the
> branch directory. (in version control-land, this operation is usually called
> switching)
>
> When using banches in a project, merging updates becomes a very important
> task. trunk fixes need to be merged into the branch code while it's
> development continues, and once ready for release, branch code needs to be
> merged back into trunk code when it is time to update the trunk with the
> completed branch additions.
>
> So I'm sure your all thinking 'this sounds great, but why the hell didn't
> things work like this before?!'. The simple reason for this is the
> restrictions of the framework. Without a stable framework, branches run into
> multiple problems as packages move around, classes get renamed etc. The
> merging step is usually where problems manifest themselves, when a
> significant amount of movement has gone on and the merging algorithms cannot
> automatically resolve updates to files. However, Away3d is at a stage in
> development where the framework is quite stable, and unlikly to change much
> soon. So branching is possible!
>
> Now to introduce a few branches that currently exist.
>
> *textfields*. This one is probably the one you've heard of - it's a
> development branch for adding bezier shape support to Away3d. Currently
> textfields are supported (using font information exported from the five3d
> library), with plans for svg and ttf importers in the near future.
>
> *3.0.0* - the stable branch for anyone wanting to use Away3d in cs4 and
> flex4. This branch will only update with the trunk, so you will still
> receive bugfixes to any recent problems if you use this branch.
>
> *flash10* - the development branch for the flash 10 version of Away3d.
> Because there are a lot of new features to take advantage of, it was
> considered too much work to maintain a stable version in this branch as
> well, hence the 3.0.0 branch which developers should use for any production
> work. flash10 will have a lot of activity surrounding it over the coming
> months and will eventually become version 3.1.0 as stablility is
> re-aquired...
> *
> multiplayer* - a place for development of our multiplayer extensions to be
> used in conjuntion with fms. This branch will ultimately become a whole
> suite of new classes for anyone wishing to use Away3d as a multiplayer
> client for games.
>
> *haxe* - the one i'm currently most excited about :). Haxe can now compile
> to flash 10 and has a number of very interesting additions to the language
> not available in as3... at present our codebase is being converted to haxe
> code for an initial compile - once this is done, optimisation can commence!
>
> *culling* - the newest branch, containing development for advanced nearfield
> and farfield culling, and frustum culling of objects in large scenes. There
> are also a few modifications to the way you can project into a view, with
> the addition of the lenses package inside cameras for added control over
> perspective effects. Should be pretty interesting - you can checkout
> nearfield culling of triangles right now with the current version
>
> That's about it for branches! i hope you get a chance to check out some of
> these developments. As we always say, the code in a branch is obviuosly
> under development, and therefore the features you see may not reach the
> trunk in the same way they started! As development progresses, changes to
> methods and properties can occur, so using branches for production is
> probably a bad idea. On the other hand, if you get the chance to experiment
> with a code branch and feel like you want to be part of it's development,
> please let us know! Branches are a great way of getting more people involved
> in the development process, as they allow many different strands of an
> engine to be coded independently.
>
> finally, there has been a great deal of minor updates to the trunk since the
> initial release of 2.2.0, so we will shortly be versioning an interim update
> 2.2.5, to be tagged and zipped etc for production use.
>
> cheers y'all
>
> The Away3d Team
>
> --
>
> Rob Bateman
> Flash Development & Consultancy
>
> [EMAIL PROTECTED]

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