Toni,

Thank-you so much for the feedback!  I'm glad to see the progress being made
on ReX-NG.

*> Another thing is compiling on different platforms - no one has done it
> on macosx yet (our small company Playsign is the only Realxtend partner
> where we use macs too, but are pretty busy with other things so don't
>when would have time for that .. latest in June I guess if no one else
>has done it before, but there would be many other ways to use that time
*
I have a couple of 2009 Mac Pro's (and a MacBook, and MacAir) and an older
2008 Mac Pro laying around the office (with bootcamp/Fusion/VMWare
Workstation 6.5/Vista Ultimate x64) that we use for development, I just
won't have the time during the next 2-3 weeks, but I'll try to work on
getting a Mac compile done (just for testing purposes) before mid-May so I
can give some feedback.

*>One thing to note about RexNG is that we are somewhat targetting small
>devices too, but AFAIK no one here has actually tried running it on a
>mobile phone or pocketpc or something like that yet. So if someone else
>is interested in / working on such things (small Linux devices? iPhone?
>Android? Symbian? .. OLPC?) it might be interesting trying to build for
>and run on those already now. *

I have an iPhone 3G, have an Android, and have a Blackberry Storm at our
office (for development purposes).  Again, I'm swamped at the moment, but
when I get some free time I'll eventually look into possibly trying to get
ReX-NG to run on some of the handheld devices.

We also have an XBOX 360, and a PlayStation 3 here at the office, and if I
really get courageous then I'll see if we can possibly get a ReX-NG build
working on those platforms as well.  We're just swamped at the moment, but I
just wanted to check on the progress of the viewer.


*>I didn't check earlier, but googled a bit
>now and it seems that a patch to add a OpenGL ES renderer to Ogre was
>made and accepted last autumn, so perhaps that could work out? *OpenGL
>ES render system implementation
*
I'll look into it in maybe another 2-3 weeks when things start to slow down
a bit here at work.  Then maybe I'll have some free time to work on
"tinkering" a bit (try to do a Mac compile, and see if I can work on some
cross-platform compiles).

I really need some young talent (interns/free labor) that we can task with
developing for some of the handheld devices.  Maybe as summer comes around,
I can conjur up a couple of interns and maybe task them with working on
viewer builds for handheld devices and gaming platforms.

Toni, thanks for the update, and thank-you for all the very useful
information!  We look forward to the 0.1 release!

               Thank-you for all that you do,

                              Mark


On Sun, Apr 19, 2009 at 3:02 PM, Toni Alatalo <[email protected]> wrote:

>
> Mark Malewski kirjoitti:
> > but realistically... about how long do you think before 0.1 is
> > released?  Are you estimating about maybe July?  August?  Early fall?
>
> I don't know if it's my place to announce this really, as am not one
> doing communications nor don't know if it's been officially set, but
> we've been talking of targeting 0.1 to late June.
>
> I'm taking the freedom to mention this in public 'cause am thinking that
> getting a stablish 0.1 release then would mean getting to alpha in late
> May or so, and beta in early June, so alpha is kind of within sight
> already.
>
> > In your personal opinion, are we ahead of schedule, behind schedule,
> > and do we need more developers?  What are your thoughts?
>
> I think it's basically progressing ok. Featurewise I think we'll pretty
> much make it.
>
> One thing I'd like to point out is that the /ways/ that these features
> are made now, and how they will probably make it to 0.1, are not all in
> the final intended way. So please understand that some are there in a
> work-in-progress / to be improved manner. Some parts AFAIK are pretty
> solid, like the network packet handling / the sludp implementation, but
> for example the internal event systems is at least now pretty primitive
> still. Not to mention the Python module, which is now worked on to allow
> making components to the client in py too (we're experimenting with
> doing IM like that using py written stuff for telepathy etc) - current
> version is a terrible hack, and don't know yet how sensibly it will make
> it to 0.1 (it's also related to the event system, which may become a
> central way to tie those components too).
>
> That may also be an area where people could help, e.g. making
> experiements with possible enchancements to how things are in the
> framework, if there are some experts who could really dig into it.
>
> An easier way to participate I think would be for anyone to start
> looking into implementing their own modules, if you/they have some own
> needs that are not on our roadmap.
>
> Another thing is compiling on different platforms - no one has done it
> on macosx yet (our small company Playsign is the only Realxtend partner
> where we use macs too, but are pretty busy with other things so don't
> when would have time for that .. latest in June I guess if no one else
> has done it before, but there would be many other ways to use that time
> on actually developing the viewer too).
>
> One thing to note about RexNG is that we are somewhat targetting small
> devices too, but AFAIK no one here has actually tried running it on a
> mobile phone or pocketpc or something like that yet. So if someone else
> is interested in / working on such things (small Linux devices? iPhone?
> Android? Symbian? .. OLPC?) it might be interesting trying to build for
> and run on those already now. I didn't check earlier, but googled a bit
> now and it seems that a patch to add a OpenGL ES renderer to Ogre was
> made and accepted last autumn, so perhaps that could work out? *OpenGL
> ES render system implementation
>
> http://sourceforge.net/tracker/?func=detail&atid=302997&aid=2053570&group_id=2997*
> .. a recent forum thread about that is at
> http://www.ogre3d.org/forums/viewtopic.php?f=5&t=47788 .. with talk
> about Android and Pandora etc.
>
> > Will ReX-NG have Skype support?  Will ReX-NG support spatial sound?
>
> It strives at being a component system for which anyone can make addons.
> But we'll make defaults for such basic functionalities of course. For
> communications we'll be in the xmpp and, and we'll use the Telepathy
> libs for that. I don't know if they have Skype support too, but if not,
> it should be possible (at some point at least) to plug in another comms
> implementation. I think spatial sound is in the roadmap for a bit later
> too (i don't remember if it was bumped to 0.2 or something in the 0.1
> planning).
>
> >                             Mark
>
> sorry for the bit fuzzy post, should be going to sleep now, but
> hopefully got some good info cross -- thanks for asking :)
> ~Toni
>
> > On Sun, Apr 19, 2009 at 1:56 PM, Toni Alatalo <[email protected]
>  > <mailto:[email protected]>> wrote:
> >
> >
> >     Mark Malewski kirjoitti:
> >     > Does anyone know the status of ReX-NG?  Is it currently under
> >     > development, or are we still in the early planning stages?
> >
> >     The implementation started in early March, and the very basics are
> >     there: it runs, loads modules, including a networking module that can
> >     connect to a server and talk sludp, and an ogre renderer, tied
> >     together
> >     with the 'rexlogic' module etc. It gets terrain and prim data and
> >     renders at least terrain somewhat, and we are pretty much working
> >     on it
> >     full time with almost all of the Rex team.
> >
> >     http://dev.realxtend.org/gf/project/viewer/ is the forge with
> >     commit log
> >     and access to svn, where there are compile instructions too.
> >
> >
> http://wiki.realxtend.org/index.php/NG_Design_Document/Implementation_Plan
> >     is how planned the work in early March so you can get an idea of what
> >     sort of things are targeted for 0.1 now.
> >
> >     So still early, but exists, functions somewhat, and is progressing.
> >
> >     >                 Mark
> >
> >     ~Toni
> >
> >
> >
> >     >
>
>
> >
>

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