Hi all,

Quite agreed what was said. I just want to emphasize on what Adrian and Art 
said: a hierarchy of maintainers would be a nice idea; and BTW, noone can say 
Robert will be there forever to maintain OSG (I just hope you'll do it for long 
though, Robert! :) ).

Maybe a kind of "intermediate" or "secondaray" maintanier could also exist: 
someone that is not 100% aware of all OSG considerations, but that has enough 
experience to help "primary" maintainers. I say this because for now I'm simply 
unable to be an OSG "primary" maintainer :) ...

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Sat, 24 Jan 2009 11:44:46 +0100, Adrian Egli OpenSceneGraph (3D) 
<[email protected]> a écrit:

> Hi all
>
> It's really great to see how the community or the numbers of users
> grows each day, and it's also great to know that the openscenegraph is
> used many times in academic, commercial ,.. tools. And we all know
> that the work load for robert gets each day bigger and we have to
> discuss the near future of the project. Of course there are different
> nodekits, hundert of features and finally do we really want just a
> scenegraph? The problem is where starts a scene graph and where ends
> the scene graph. My opinion is that we should follow the current
> concept to include as many nodekits as possible in the osg scene
> graph, and the concept of the osgLIB isn't as bas as it sounds. Of
> course we should think about splitting the review and responsabiliy of
> the whole code into parts, and we should think to decide who can
> support robert, i don't like to start splitting the whole project into
> "physical"/ hard parts. once i like to get OpenSceneGraph then i like
> to get the core (scenegraph), close core (threading & osgViewer (was
> once producer, we all remember) ) , ... then basic features like
> osgShadow, osgText, osgGA , ... ,... , ... and so on. You understand
> me, what is a nodekit what not. I am sure out there are some guys
> saying, only osg.lib is a scene graph, so we need only osg.lib the
> others lib we should better call nodekit. i think we should NOT decide
> to re-create the current concept, we should better to re-write some
> code (translate to shaders, ... , ... ) and we should think how we can
> support robert, and we should think how we can avoid a worst case
> "community crash". I don't really like to mention that, but since i
> got an accident, i get how fast the world can change, and how fast we
> can get off of work. So what happends, when robert has the unhappy
> case and gets froced for a longer break, who would be able to do the
> SO IMPORTANT review of the sub-mitted code. We should start as soon as
> possible to discuss how we can insure that the OpenSceneGraph project
> would continue in all possible cases the life play.
>
> In my opinion we have to think about a core group of people who have
> the understanding of maintaining the project and can support robert
> without losing the open mind/concept of robert and this would be the
> biggest challange in the near future. The OpenSceneGraph's coding
> standard, quality , ... is really good and the only raison is that
> robert has decidie to check in or not, and had thought often a long
> time about the concept. i would split the osg core, event not in osg
> 10.0, i would let grow the lib as much as it make sense, but i would
> work with more people involved in mainting the code. reviews, and so on.
>
> /adrian
>
>
> On 24/01/2009, Mario Valle <[email protected]> wrote:
>> For my job currently I'm using the statistics package R and writing
>> things using LaTeX.
>> Both have a very structured method to manage and document addons.
>> Look at http://stat.ethz.ch/CRAN/ (very good) and at:
>> http://www.ctan.org/tex-archive/ (less clear).
>> These could be an inspiration  for the future NodeKits structure and
>> management, I think.
>> Just my 0.05 CHF
>>                                         mario
>>
>> Robert Osfield wrote:
>>> Hi Art,
>>>
>>> I understand the issues you talk about.  External NodeKit can be
>>> neglected by potential users because they aren't visible enough, and
>>> there are also issue of compatibility and maintenance of these
>>> external NodeKits.  It's not just an issue of NodeKits, it applies to
>>> plugins or applications that live around the core OSG project.  I
>>> don't think the solution need be a pure software management issue,
>>> it's strongly related to management of website resources.
>>>
>>> We've had various different initiatives over the years to try and
>>> address this issue - the wiki is one avenue, another was the formation
>>> of osgforge.org and hosting of several ancilery projects like VPB,
>>> Present3D, osgLua and osgPython.  My hope was osgforge would become a
>>> incubator for projects that could make it into the core, or become
>>> part of the close nit family of NodeKits.  Such initiatives haven't
>>> thrived as perhaps they could have, partly because the various
>>> contributors haven't pushed things forward, and partly that
>>> wiki/website management takes time and dedicated manpower. I'm open to
>>> suggestions on how better to streamline and manage this side of
>>> things.  The bottom line is a key missing ingredient has been
>>> engineers who put the time into keep websites up to date.
>>>
>>> As for re-factoring handling of NodeKits in 3.0, I'm open to this.  It
>>> might even make the most sense to build 3.0 incrementally, starting
>>> with a re-factored core scene graph and then bit by bit re-introduce
>>> the NodeKits as they get ported across.  Quite a few of the older
>>> NodeKits would be best rewritten using shaders, or to be incorporated
>>> into other NodeKits.  Having some scheme where 3rd party NodeKits can
>>> be pulled in by end users may well help facilitate a move over to a
>>> 3.0.
>>>
>>> One thing I have thought about in the past of have an "Open Graphics
>>> Suite" that is collection of related libraries/applications, with a
>>> scene graph one element of the suite, then you'd have extra libraries,
>>> exporters, applications all populate this suite.  The suite would
>>> contain optional components that could be selected from to provide the
>>> tools required for different apps.  Modern linux packaging
>>> repositories provide this model and the scale of 10's of thousands of
>>> compatible libraries and applications.
>>>
>>>
>>> Robert.
>>>
>>> On Fri, Jan 23, 2009 at 5:34 PM, Art Tevs <[email protected]> wrote:
>>>
>>>> Hi folks,
>>>>
>>>> The community becames bigger and bigger and there are more and more
>>>> projects/nodekits which offers additional features to osg. And therefor I
>>>> think OSG 3.0 is the best time to refactor the whole nodekit maintaining
>>>> structure. Hence here are couple of ideas, how to do so.
>>>>
>>>>
>>>> In my opinion, nodeKits/plugins which were not lucky to be included into
>>>> osg main core wouldn't survive,  because the people would just forget
>>>> about them. Making everyday advertisment, that this and this nodekit does
>>>> provide the functionality you are looking for is also not the solution.
>>>> New users are not used to read wiki pages or search in google, they do
>>>> not even read ReadMes which are essential for proper work. They just
>>>> download and compile the osg and want to have either an example showing
>>>> how to do it or try to reinvent the wheel everytime again and again.
>>>> Nodekits which are then not included in the main core (or better say:
>>>> main download) are not noticed by users.
>>>>
>>>>
>>>> What I propose is to rearrange/refactor/cleanup osg main core to basic
>>>> functionality of a scene graph, so to remove everything which has nothing
>>>> to do with a scene graph on its own. Then provide something like official
>>>> category of nodekits, where all previuosuly filtered nodekits would be
>>>> moved. Robert will became main maintainer, who is responsible for the
>>>> whole code and for bringing the category maintainers together. A category
>>>> maintainer is responsible for his category and maintainers of each
>>>> individaul projects which are covered by his category. The individual
>>>> maintainer is responsible only for its own project. This would create
>>>> some kind of hierarchy of nodekits and its maintainers, which would make
>>>> the further development of OpenSceneGraph more flexible, I think.
>>>>
>>>>
>>>> All the maintainers of the nodekits  should get their own svn permissions
>>>> to being able to commit to the svn, however only to their own projects.
>>>> Maintainers of a category would get responsible to bring all the projects
>>>> into one NodeKit-Pack/Category-Pack and make sure, that the pack is
>>>> compileable and compatible with current osg version. This will free up
>>>> Robert, who is spending maybe his whole time to the project, and will
>>>> also make the decision about new features more democratic :)
>>>>
>>>>
>>>> What I imagine is that when you download osg you get just the basic
>>>> functionality and nothing more. Then you decide to have gui
>>>> functionality, hence you download the GUI-NodeKit and you get the osgGA,
>>>> osgWidget, osgText and other nodekits which are still marked as official
>>>> OSG GUI nodekits. All that nodekits/nodekit categories provided on the
>>>> main webpage are officialy validated. Projects which are like to became
>>>> officialy validated, would have to be investigated by the main maintainer
>>>> (Robert) and by the submaintainer, responsible for the nodekit group
>>>> where the new project like to be included in.
>>>>
>>>>
>>>> Release of osg 3.0 will be a good point to do so, because the backward
>>>> compaitibility has no to be fully supported as it was done during the 2.x
>>>> development. And my personal opinion is, that this kind of project
>>>> development will make it more flexible and will let evaluate the
>>>> OpenSceneGraph faster, which more or less became a game engine rather
>>>> than a scene graph ;)
>>>>
>>>>
>>>> Best regards,
>>>> art
>>>>
>>>> ------------------
>>>> Read this topic online here:
>>>> http://osgforum.tevs.eu/viewtopic.php?p=5006#5006
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>>> [email protected]
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>
>>>>
>>> _______________________________________________
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>>> [email protected]
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>>>
>>
>>
>> --
>> Ing. Mario Valle
>> Data Analysis Group                              |
>> http://www.cscs.ch/~mvalle
>> Swiss National Supercomputing Centre (CSCS)      | Tel:  +41 (91) 610.82.60
>> v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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