I am surprised no one had any thoughts about the issues I raised in this 
e-mail.  They are pretty core to OpenSG and IMHO if we as a community 
don't find a way to answer them the project not grow and reach its full 
potential.

Comments?

Allen Bierbaum wrote:
> I revisited the future of OpenSG discussion and pulled out the parts 
> that are not simple tasks but are instead discussions that need to be 
> had about workflow, process, or development philosophy.  (as everyone 
> replies to these, it may make more sense to split each point off into 
> it's own reply thread for discussion.)
> 
> 1) What is OpenSG and what is the goal of OpenSG.  
> 
> Dirk has said:  "The goal of OpenSG is to be a widely, used 
> self-sustaining Open Source scenegraph system for a wide variety of 
> applications. We're not focusing on one application area, the system 
> should be general enough to be able to handle a wide variety of things. 
> The design goal is to provide an abstraction of the complications of the 
> underlying graphics hardware and software systems for the user to 
> simplify use of advanced graphics systems and algorithms. This means 
> that details about multi-pass algorithms, shader composition, 
> multi-threading and clustering should be hidden as far as possible."
> 
> Does everyone agree with this and what implications will this have.
> 
> For example if we say that we want it widely used, then we may need to 
> spend time on features that the core developers don't need but users 
> do.  We may also need to spend more time on demos and documentation.
> 
> 2) What should be done on OpenSG 2.0 vs. OpenSG 1.8?  Or when should all 
> development switch over to 2.0?
> 
> I think we should concentrate all development effort on 2.0.  We don't 
> need or want to hold up the 1.8 release to get these things corrected. 
> Let's get 1.8 out the door and then start diving full-on into 2.0 
> development and correcting all these issues. 2.0 is where we are going 
> to be competitive anyway so lets get it going faster not slower.
> 
> 
> 3) How can we address communication issues in the project?
> 
> GV said: "I don't know why but this seems to be the major issue. Even 
> with all the tools around we never seem to be able to utilize them to 
> more than 5% of their potential."
> 
> Communication is key for many of these other issues: roadmap, 
> development, documentation, marketing, organization.
> 
> How can we improve communication and coordination in the project?
> 
> I think it probably boils down to making a more explicit effort at 
> communicating and coming to an agreement on common things (roadmaps, 
> direction, features, timing, etc) and making sure there is leadership in 
> place to keep everyone coordinated.  Other ideas to help would be things 
> like use Skype to host meetings of the developers every 2 weeks or so, 
> have development "sprints" every couple of months where everyone devotes 
> a few days at the same time to really push things forward.
> 
> 
> 4) Roadmap
> 
> First question here, is does everyone agree that we need a roadmap?  
> Will it work?  Are there cases where it will not?
> 
> At least as it looks to me right now there is no coordination between 
> different development efforts.  I don't think any of the core developers 
> really know what each other are working on or are about to commit.  For 
> example I have seen Dirk surprise GV and I have seen Andreas surprise 
> everyone with new features and changes.  This is not all bad (I like new 
> features) but is there a reason that it has to be like this?
> 
> Without a roadmap describing what needs to be done and who is working on 
> it, many things never get completely done and no planning really 
> happens.  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. This is 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 and what they can work on.
> 
> I know that OpenSG development is not a "day job" for many developers, 
> but IMHO that doesn't mean we can't have people estimate how long they 
> thing it will take them to do something and then use that estimate to 
> keep milestones on track. If we don't have some type of estimates and 
> accountability to those estimates, then development will continue to 
> flounder.
> 
> 5) Release early, release often and feature demos/examples
> 
> This is one of those points I have been harping on. I don't think OpenSG 
> promotes itself at all and there is not anything world visible that 
> shows all the great work going on.  If no one uses the code, then it is 
> really as if the work never happened.
> 
> I was talking to one of our customers last week.  We use OpenSG for all 
> their projects but they are uncomfortable with that and he made some 
> interesting comments.
> 
> Regarding the website: "The impression it gives is that it is dying".
> Regarding OpenSG: "The other major scene graphs seem to be more in the 
> open and active"
> 
> I don't think this is true, do you?  Are we willing to change this 
> perception?
> 
> To make it happen I think we need to use the roadmap (see 4) to push 
> development forward with more focus.  Release much more often.  And 
> every time there is a new feature add an example to the source tree, 
> make sure that example is in the nightly build, and then announce the 
> new capability everywhere an point to that example.
> 
> I see this last point being the controversial one.  Is every developer 
> willing to add an example/demo of every significant new feature they add 
> and make this part of their normal development workflow?  If we can't 
> get everyone on board with this then I think it is a non-starter.
> 
> 6) Leadership and direction
> 
> Please don't take offense at this, but I think OpenSG has less direction 
> then most other projects.  Lack of direction usually points to a lack of 
> leadership. If a new user looks at the OpenSG mailing lists I don't 
> think they could pick out the leader or leaders.  In my opinion, OpenSG 
> functions using underground and muted leadership.  This can work for 
> very small groups that are co located, but I think it fails for large 
> distributed projects.
> 
> I know that this is an open source project so there can't be a project 
> manager assigning tasks and telling everyone to have feature X done by 
> such and such a date or else, but that doesn't mean there still can't be 
> leadership.  Look at all the very successful open source projects and I 
> think you will find a very active leader or leadership team at the 
> core.  This team doesn't do all the development work, but they provide 
> guidance and direction to let others know what needs done and what are 
> the priorities.  They help guide the project by developing and 
> maintaining the roadmap and priorities.
> 
> OpenSG could benefit from something similar. I don't know if it could 
> follow the Apache model with voting or the Python/Linux model with a 
> benevolent dictator, but it is clear to me that something is needed.  
> There needs to be a some form of centralized leadership to make 
> decisions and point the way forward.
> 
> Am I just crazy or do other people see this as a problem too?
> 
> 
> Those seem like the top 6 from the discussion.  If we can get agreement 
> on these issues it should do a great deal to get the project on track 
> and sprinting forward.
> 
> -Allen
> 
> 
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