This discussion has died down a bit, but I have noticed a rather 
suspicious absence of comments from a few key players. :)

Are there any "core" developers that wish to comment on the future of 
OpenSG?

-Allen

Allen Bierbaum wrote:

>Hello all,
>
>What I am about to say may be flamebait, I don't know, but it has 
>started to bother me enough that I couldn't hold back any longer. I just 
>feel I need to speak up.  I know many of the things in this e-mail may 
>sounds harsh, but as someone deeply involved in OpenSG and who is 
>betting their company's future on it I must call it like I see it.  So 
>here goes, let's stir the pot up.  :)
>
>The problem
>-----------
>I have been using OpenSG since the beginning and my company is currently 
>using it for all of our development.  We do this because IMHO OpenSG is 
>the most technically advanced open source scene graph out there.  But 
>recently I have had to start re-examining whether it makes good business 
>sense to keep using OpenSG.  Don't get me wrong, I love OpenSG, I think 
>the developers are great, but OpenSG is losing out and is falling 
>further and further behind other efforts, most notably OpenSceneGraph 
>but also relative to other projects out there.
>
>For an example of this just check out the following links:
>
>  - http://www.openscenegraph.org/
>     - Community activity: http://tinyurl.com/m3sxe
>     - Siggraph 2006 presentation at: http://tinyurl.com/levs5     
>     - Contributor list: http://tinyurl.com/rl7xc
>
>OpenSceneGraph is growing by leaps and bounds.  They have nearly 200 
>contributors to the codebase and have more plugins on the way.  I highly 
>suggest that any OpenSG developer take a detailed look at the OSG 
>website to get an idea of what they are up to.  As they say, know your 
>enemy.  I know we don't often think of other open source projects as the 
>"enemy", but remember that every user and contributor on OpenSceneGraph 
>is one less for OpenSG.  Unfortunately it is a zero-sum game.
>
>But back to OpenSG.  I have a simple question: What is the goal of 
>OpenSG and the OpenSG developers?
>
>Is the goal to have a codebase to do research?  To work on fun projects 
>on the side?  Or is the goal something large like to create the most 
>widely used open source graphics scene graph?
>
>The state of things
>-------------------
>As it stands now I don't know what the goal is.  It really seems like 
>there is no central direction or push to make real effort on the project 
>towards a goal. There is no roadmap and it often seems like there is no 
>rhyme or reason to the development direction. I know this sounds harsh, 
>but I have heard multiple people describe it this way.
>
>For example here are a short list of some of the symptoms I see.
>   - No roadmap describing what needs to be done and who is working on 
>it and no urgency to make progress.
>   - Relatively few contributors.  There are several core contributors 
>but very few community members contributing small bits of code.
>   - Relatively few people in the graphics community know about OpenSG.
>   - Still too few loaders compared to other scene graphs.  No one has 
>an incentive to do this grunt work but it still needs done.
>   - Many things never get completely done. (FLT loader, experimental code)
>   - OpenSG 2.0 development is languishing.  There doesn't seem to be a 
>big push to move over to this codebase.  When GV originally started on 
>it many of the ideas were more advanced then any other scenegraph, now 
>others are catching up and OpenSG 2.0 is still not moving forward very 
>quickly.
>   - Relatively difficult to build and install.  
>      - There are multiple build systems.  I don't even know which one 
>is the right one to use.
>      - Need more pre-packaged builds for common platforms.
>      - Need to get OpenSG into Fedora Extras and Debian (like 
>OpenSceneGraph)
>   - No promotion of new features
>      - OpenSG has cluster-based rendering.  It can render over 1 
>billion polys using a cluster but no one knows this.
>      - Cluster rendering on tiled displays.
>      - Occlusion culling was added a while back and there wasn't even a 
>user announcement.
>      - The shadowing code still has no public announcement.
>      - Staged rendering in OpenSG 2.0.
>      - These are all killer feature that nobody else has and OpenSG has 
>had it for quite a while but there has been no demo, no announcements, 
>nothing.  If we don't tell people about OpenSG how can we expect them to 
>use it?
>   - The webpage is confusing and hides the important information.  It 
>is just hard to navigate.
>      - No where does it say, "This is why you should use OpenSG" and 
>"This is how it compares to scene graph XXX"
>   - And more....
>   
>Sorry about all these, but I think it would be hard to say any of it is 
>not true. :(
>
>As a side note, I think that the reason for the current state of things 
>(and correspondingly the reason that OpenSceneGraph is succeeding) is 
>that as far as I know there is no one whose livelihood directly depends 
>upon OpenSG.  There is no one whose full-time job is OpenSG development 
>and consulting.  OpenSceneGraph benefits greatly in that Robert and Don 
>have to make OpenSceneGraph succeed and work or they don't have an 
>income to support their family.  That is a great motivator for success.
>
>
>Call to action
>--------------
>Now to what can be done.  First, what do you all think?  Are these 
>things issues in your opinion and more importantly do we really want to 
>solve them?  If the goal of OpenSG is just to be a place to work on 
>research code, then these issues might not matter.  If the goal is to 
>create the dominant and most featureful scene graph, then I think these 
>issues all matter.
>
>I think many of these things can be corrected but it will require a 
>commitment from the entire OpenSG community to take action and grow the 
>community further. The two areas I see as being most important in the 
>short term are active promotion and a shared roadmap.
>
>Active promotion is important because we need to get the word out.  
>People need to know about OpenSG and why they should use it.  If there 
>is a new feature added to OpenSG, there needs to be a small demo in the 
>source tree that is compiled with every distribution.  There needs to be 
>a page on the website with screenshots and descriptions and we need to 
>promote this demo on the web (opengl.org and all the others).  We need 
>to make the website more community oriented and better organized to put 
>the important information right there in the user's face.
>
>I know marketing is not something developers worry about much, but it is 
>important.  If the graphics community doesn't hear about what we are 
>doing then all our effort is wasted.  It reminds me of something I heard 
>about research one time.  "It is not research until it is published".  
>Well, correspondingly it is not open source development until someone 
>knows about it and uses it.
>
>A shared roadmap is important for two reasons.  Users need to see where 
>the project is heading and developers need to agree on where the project 
>is heading so they know what to work on.  I think this is the key to 
>keeping the project moving forward and maintaining inertia.  It is also 
>a great way to get new contributors because it can help them be 
>interested in what is going on.
>
>What do you think?  Are these the most important current needs?
>
>
>What we can do
>--------------
>So what can we do?  First, I think anyone that cares about this issue 
>should reply to this e-mail and say so.  Correspondingly, if you think I 
>am full of it, then reply and say that to.
>
>After that discussion I hope we can start really documenting the goals 
>and roadmap for the project.
>
>For my part, I am willing to put my money where my mouth is so to 
>speak.  I will do anything I can to help out the project and I will put 
>the resources of my company at the community's disposal (within reason :)
>
>For now what I can do is:
>   - I will provide server space and network access for any tools, 
>websites, build farms, whatever is needed.
>   - I am working with Dirk on a single integrated build for OpenSG 2.0 
>so we can finally have one build system
>   - I am working on making pyOpenSG work with OpenSG 2.0.  After this 
>is done I hope to create a small viewer application that could serve as 
>a good demo of some of the advanced capabilities of OpenSG 2.0.
>   - If there is interest I will consider giving free non-commercial 
>access to our max exporter for OpenSG.  It automatically generates 
>shaders to photo-realistically render the scene as closely as possible 
>to the max software renderer.  (exports normal maps, bump maps, etc)
>   - I can devote some time for our graphic designer to work on things 
>like website graphics, models for demos, etc.  Let me know what you need 
>and I will see how we can do it.
>   - I will help out with marketing.  If you write the code and a demo, 
>I will help make the webpage about it and post it everywhere on the web.
>
>
>In closing I would like to say again, I love OpenSG.  It is technically 
>superior to everything else out there.  I just want to make sure it 
>stays that way and grows to its full potential.
>
>-Allen
>
>PS. At first I considered just sending this e-mail to the core 
>developers that I know but I decided that since OpenSG is Open Source we 
>should probably have all discussions in the open. :)
>
>
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>  
>


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