Amen!... ;)
Joking aside, I agree but have a few comments/questions:

>  If we don't keep up to date and pushing the technology I fear that
> game centric API's will drown out the needs of real high end graphics
> developers

1. True! IMHO, OSG 3 should address *some* (not *all*) aspects of game API to 
grab a potion of the "market shares". Just developping OSG 3 with the question 
"Is that okay if I develop a game?" in mind should be enough though.

2. I'm definitely convinced that OSG 3 *must* stick to the newest technologies 
and OSG 2 to stick to OpenGL 2. I just wanted to emphasize on this :)

3. "OSG 3 soon = many more users"
I was thinking that if we manage to get soon a "quite useable" OSG 3 (even if 
still in alpha state), then we would grab *many* OpenGL 3 users (or future 
users). If I project myself in such a user, I would say "Okay, I need to build 
something on top of OpenGL 3. So what are the existing toolkits? OSG 3 alpha? 
Hmmm... Worth trying, especially knowing the quality of OSG 1 and 2". And I 
would try using and developping OSG 3 instead of libXYZ.

4. Transition
Transition from OSG 2 to OSG 3 will of course be harder than 1->2, as you say. 
Do you think this is worth trying to create some "bridges" between the two? I 
mean, we may:
- Develop some portions of OSG 2 to "look like" what's in OSG 3
- Create some plugins/nodekits/etc. to have "OSG 3"-like behaviors in OSG 2
- etc.

Your thoughts?

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


Le Thu, 05 Feb 2009 11:01:58 +0100, Robert Osfield <[email protected]> a 
écrit:

> HI Paul,
>
> My thoughts for OSG-3.x would be that it would be major rewrite of the
> core scene graph and many of the additional components, and as such
> would take a great deal of down time before anything near to level
> functionality with OSG.2.x would be achieved.  OSG-3.x is rather blue
> sky thinking right now, so open for discussion about exactly what we
> should attempt and how.  I tend to think of OSG-3.x as a placeholder
> for what a scene graph will need to be like to be relevant for the
> next decade of graphics software.
>
> One thing is for sure is that the OSG-2.x series will have to run in a
> parallel with this OSG-3.x development, and I see quite a few
> additional features that we could add to the OSG-2.x series that offer
> real value to OSG-2.x users, audio, physics, emphasis models, better
> effects management, better volume rendering, etc. etc.  As a basis for
> graphics app development OSG-2.x is really strong.  It's here now, it
> works, it's one of the best scene graphs ever written, with plenty of
> active users.  It's be project suicide to not keep pushing forward
> with the OSG-2.x series, and this will inevitably mean, a 2.10, 2.12.
> I expect the focus to move from additional core scene graph features
> to add ons like the osgAnimation/osgWidget/osgVolume additions.  This
> is what has already happened over the last year - there are few and
> fewer new additions to the core because it's now pretty complete.
>
> What OSG-2.x can't do without major surgery is tackle wholesale
> changes in the underlying graphics API. OSG-2.x is an OpenGL 2.x scene
> graph through and through.  The tight binding makes it great vehicle
> for OpenGL 2.x app development, but this is also it's Achilles heel
> when it comes to considering fundamentally different API's and
> approaches.  OpenGL 3.x, OpenGL ES, OpenCL are all disruptive
> technologies, as are the new breed of 3D enabled embedded devices.  We
> could just stick with OpenGL 2.x style development, and try to hack
> these other technologies into the mix, but we won't be able to expose
> them in a elegant and efficient way that will keep us relevant for the
> needs of graphics programmers two to ten years out from now.
>
> How we tackle this new technologies is not obvious, taking the bold
> step of rewriting the scene graph is high risk strategy for the short
> term to mid term, but not rewriting likely render the OpenSceneGraph
> an annex of future graphics development.  The OpenSceneGraph even
> without a rewrite would probably still be usable in ten years time,
> much like Performer was still quite widely used in it's grandfather
> days, not because the technology was best around, but simply it takes
> a lot of work to port to a new scene graph.  With this in mind OSG-2.x
> could well be useful in this time frame for a number of current users.
>
> We do have a bit of responsibility to the graphics industry to remain
> relevant.  The OSG community has collected many of the worlds top
> scene graph users - together we've kept vis-sim, GIS and VR
> technologies up to date and relevant with a unique set of experience
> that knows about hight end features such as paging, threading and
> multi-channel graphic, all this experience is largely missing from
> graphics technologies developed by game centric companies/communities.
>  If we don't keep up to date and pushing the technology I fear that
> game centric API's will drown out the needs of real high end graphics
> developers, and we'd end up having to make do with sub OS's and API's
> that don't address our needs - graphics for us will start taking steps
> backwards.
>
> So I believe as communities go, we have what it takes to come up with
> a new core scene graph technology that keeps pushing things forward,
> we are well placed to do the job properly - but just saying this is
> the easy part....  Maintaining and developing OSG-2.x is crucial to
> present and new users over the next year or two.  Taking advantage of
> this existing community on a new OSG-3.x that will require major
> rewrite of it and applications that use OSG-2.x presently is not
> straight forward - how would we manage this transition?  If we don't
> get users transitioning then you end with a permanent fork in the
> road, new users go the OSG-3.x route, existing user stick on the
> OSG-2.x forever.
>
> We have our own history and that of other projects to learn from w.r.t
> transistion.  We moved from OSG-1.x to OSG-2.x that typically involved
> a refactor of application code to use the viewer library, this
> transition although not really that massive in terms of code changes,
> has meant that even now we still have OSG-1.x users that haven't made
> the transition.  My expectation is the moving to an new OSG-3.x would
> be a far greater API change, so the transition period would be far
> longer.  Elements like viewers would probably be able to map across
> between OSG-2.x and OSG-3.x quite easily, but the scene graph and
> NodeKits are likely to be different.
>
> Due to the transition costs for application development I would have
> thought that new projects and new users will be the early adopters of
> an OSG-3.x, this means a smaller pot of users and contributors
> initially.  I have occasionally pondered on whether the initial cut of
> this new scene graph be a completely separate project, a NewSceneGraph
> rather a branded OpenSceneGraph, and only once it's viable do we adopt
> NewSceneGraph as a future OpenSceneGraph-x.x.
>
> On approach that might be viable would be to start developing
> components like new maths library and other infrastructure elements
> that we share between NewSceneGraph/OSG-3.x and OSG-2.x.  Also
> encouraging experiments in what a new scene graph might be like by
> ripping apart OSG-2.x.  The current OpenGL ES is an example of the
> later.  Once you have a couple of these components and experiments
> that look they might have legs then we coalesce around them and a do
> massive coding sprint to get a viable scene graph written.
>
> For now I'd suggest we keep developing and maintaining the OSG-2.x
> series, treat it as the bed rock that gives us the security that we
> can go off and try stuff off the beaten path, encourage blue sky
> thinking and let this period explore what it would take to build a
> future proofed OSG-3.x series.  Once we've completed a few fact
> finding missions w.r.t OpenGL 3.x/OpenCL/OpenGL ES etc that we might
> have enough knowledge to have a bash at start OSG-3.0.  At this point
> I think we'd need a couple of concrete projects that really need this
> new functionality, so it's scratching a real itch, rather doing stuff
> because we think it might be necessary.
>
> Another important part will be working out not just what we want to
> get to w.r.t future scene graphs, but also how to we manage the
> transition?  This is both a software issues as well as
> community/documentation issue.
>
> Robert.
> _______________________________________________
> osg-users mailing list
> [email protected]
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