HI All,

I remain curious about the possibility of finding funding routes that
would support a dedicated dev team, although also a bit sceptical
about the ability for us to draw in enough cash to cover a full time
salary for engineer just dedicated to OSG infrastructure/build
binaries/website/promotion etc.

Like Paul mentioned we already do have consultant engineers that make
living off OpenSceneGraph related services, and these services do
often entail directly contributing to the OSG,
osgTerrain/VirtualPlanetBuilder/PdfReader/gecok plugin etc. are all
examples of this type of funded open source development.  The OSG book
is also an example of something that had seed funding that helped make
it happen.  The income for consulting/training/support also allows to
put in extra time doing general OSG support work, but this is
effectively in our spare time, it's not work we get paid for so there
is limit on how much time can be put in in this way.

The OSG also gets a lot of contributions from the community in terms
of build support/dev support/development work/testing, so in effect
lots of companies/groups/individuals are putting effort into the OSG
ecosystem.  The OSG has a huge number of contributors (over 350) which
is a testament to how much contributions do happen.  Such
contributions tends to rather ad-hoc though, such is the nature of
distributed, completely open development.  I can't control the flow of
submissions in, I can only control how they get merged with our
version control system.  I also can't dictate what users do in terms
of dev work, not that I want to, but it's a very different
relationship between a conventional software team manager and his
engineers, the only control I have is over what gets checked into
svn/trunk, anything else I want to achieve has to be done with good
will and co-operation.

This current status quo of community/developer isn't perfect, and for
a long while I wanted to have an engineer that I could manage
full-time and assign to all the project tasks that slip through the
net, or only see patchy support, such as providing continuity on tasks
like creating binaries are areas that weak.   The two problems to
tackle to make this happen are 1) Funding 2) Finding the right
engineer.  I do however think that finding sufficient and consistent
funding is pretty difficult to do for a pure support engineer role
though.

Realistically I think we'd need a couple of companies with deep
pockets, or one big company/body that saw strategic benefit from
funding OSG dev/support.   Such a sugar daddy arrangement is something
I hoped for and pursued in the early days of going full-time on the
OSG, but now I just concentrate on what I know does work in terms of a
open source business model - consulting/training/support.  I am a bit
of risk adverse character so I've deliberated kept my overheads low,
and avoided the temptation of pushing to expand into a larger company,
but so far keeping small and tackling things little by little has
proven to be a pretty robust business model (I've been in business
since March 2001).

Personally I feel that the current OSG ecosystem is pretty solid, our
software is de-facto standard scene graph in professionally graphics
markets, and the community is lively and constructive.  Areas where we
are weak is not in the pure software dev and community side, it's more
getting binaries together, and polishing of our external front to the
rest of the world (i.e. our website/marketing ourself.)

The solution to getting binaries together can be tackled by making the
creation of packages more straight-forward so that we have a pool of
engineers that are capable of doing it - coming up with build/packages
system that makes the tasks easy to understand and quick to do .  This
is very much solve the problem with software rather than manpower
approach, something that appeals to geeks quite well.  Such solutions
aren't easy though so don't pop out overnight.

On the marketing front, we will do very little pro-actively, it's
mainly word of mouth/email having a web presence.  While the OSG
dominates the vis-sim and virtual-reality markets, and is strong in
scientific vis and GIS, we have only made small inroads into the games
market.  The reason for the modest of penetration into the game market
will be marketing, part features, part culture.  As an engineer I'm
inclined to stick what we are good at - developing software, and bit
by bit try and make progress improving our shop front.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to