Just a few suggestions / things to note. 1. Even if the primary intent is not games, it would be wise to develop with the same performance mindset of a game engine. Long term viability as a platform requires keeping up with tech.
2. It might be wise to try porting ogitor to run inside realXtend. If nothing else make an exporter from ogitor to tundra. It may also be wise to look at how torque has their dcc set up. 3. It may be a good idea to look at porting torques functionality to tundra. I was recently doing research on torque, and they have a massive community, but their architecture is really bad. Don't count out game developers as a possible audience. If you were to outreach to game developers, and they were to get involved in improving the game engine side of things, it would benefit the academic side too. Games tend to be one of the biggest driving forces of technology. Cheers, Peter [email protected] wrote: >Hi, > > > >we had a semiofficial(*) realXtend association board meeting yesterday, >mostly to discuss and organize further planning on development roadmap >for the new year. > > > >My full notes are on-line, main point summarized here: We decided to >plan work on two fronts, creation tools and pipelines coming as a new >primary focus. The other area is the tech platform & engines topic >which was already worked on a lot last already (the realXtend roadmap >doc from last spring discusses the three areas there, i.e. current >Tundra, browser based clients and the Mobile Tundra unified light >client idea). > > > >For the creation tools and pipeline we agreed to gather wishes, >requirements and development proposals and meet again on Thursday next >week (17th) to put together a plan. Ludocraft made one report on this >already ages ago, they’ll check if parts of it are still valid. >Francois will talk with Matteo and Francois from Spinningwire and ENER >labs. Adminotech has some concrete needs, I think largely coming from >VW use in education. I think Evocons at least can tell what they need >in their work with the building industry. > > > >You, anyone, can also use this chance to inform the planning: what >would you need to be able to create applications, worlds or whatever >with realXtend better, or is that even a bottleneck for you now? Even >vague ideas are welcome but the more concrete a plan the better of >course. > > > >Some things discussed in the meeting: more example assets for e.g. use >of different materials / options of the SuperShader, creating a new >shader library. Better scene/ec editor with grouping etc. A question: >is tighter Blender integration, for example with live material preview >with a Tundra window as demonstrated by blender2ogre, a good way to >author or is something else better? > > > >The full notes with some additional points are in >https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit >(not too structured, sorry). > > > >I think we can use this mailing list / google group to gather ideas and >discuss, but am also interested in more structured ways. For example >getsatisfaction.com has seemed nice for working on feature requests, I >think I saw Kitely using that long ago and tested creating a realXtend >account there too, but I don't have any real experience on using that >or any other similar service. Github issues serve well for actual todo >items and feature wishes too but I don’t think it suits this kind of >requirements elicitation. Am open for suggestions, either here or >privately. > > > >Finally, I’d like to explain a bit the rationale for the focus on >creation tools as how the common interest focused there surprised me. I >have earlier thought that there is a big divide between a)professional >creators and b) supporting easy end user content creation. Basic >realXtend offering, e.g. the Tundra SDK and the little WebGL and Flash >clients, target professional creators -- people who are comfortable >with normal 3d modeling and programming etc. More Second Life or >Facebook style end user creation are implemented in custom >applications, for example the TOY content tools which are a now a part >of the Meshmoon offering, Cyberslide where you can just create a scene >from your Powerpoint slides, or Ludocraft’s sandbox. But yesterday the >common understanding was that there are many things that we could do to >help both professional creators and services with user created content. >Ease of creation is of utmost importance in professional use as well as >it of course affects both the quality and especially the cost duration >of projects. Also we figured that work on creation tools is relevant in >any case, no matter whether we end up using Ogre, some other native >engine, or WebGL more in the future. > > > >so here’s a starting point for the year! > >~Toni > > > >(*) not everyone in the board could participate yesterday, so we >postponed some administrative bureaucracy for a later meeting and >focused on the dev planning work > >-- >http://groups.google.com/group/realxtend >http://www.realxtend.org -- Sent from my Android phone with K-9 Mail. Please excuse my brevity. -- http://groups.google.com/group/realxtend http://www.realxtend.org
