Daniel Sperka wrote:

>Nice work, Dirk.
>
>I've been watching this latest series of discussions from the sidelines, 
>albeit very interested. I've been using OpenSG for some time now and, 
>like others, I've invested quite a bit into using it on my project. 
>Allen's push to make this all happen was a breath of fresh air -- I was 
>at a point where I was beginning to consider a move to openscenegraph -- 
>mainly for reasons of continued support. If nothing else, this 
>discussion has renewed my faith in the utility _and_ viability of opensg.
>  
>
Thanks for the nice compliment, but I think most of the thanks should go 
to Dirk for spending some much time getting things going on the website.

Like you, we use OpenSG internally for about 90% of our development and 
we are in a similar situation.  OpenSG has the technical capabilities 
that we need for our work but at least the public perception of the 
project is that growth and the community around it has stagnated and 
this has led us to seriously consider other alternatives.

That said, I know from talking to Dirk that OpenSG development is very 
much alive and kicking.  There is a very active userbase and new 
features are added very frequently but all to often this is hidden from 
the public and I think it puts OpenSG at a disadvantage when trying to 
attract new users and developers.  Part of my effort in asking questions 
and helping out has been done with the goal of seeing if we can 
reinvigorate the community, make more things public, and grow the OpenSG 
project into the project we all know it could be.

Any ideas you have to help out with this would be greatly appreciated.

-Allen

>My only comment on the "Features" is the 10 fps comment..... Might want 
>to explain that this threshhold is for _certain_ applications but 
>certainly not all! In my case we render simple scenes at up to 100fps, 
>with reliable per-frame updates. If I'd been researching scenegraph 
>packages and come across the 10fps comment....... I might have thought 
>the bar was set a bit low for my liking and looked elsewhere.
>
>Dan
>
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