Since Ogitor was brought up here, I just thought I'd mention that we are considering to switch to using Tundra as the framework upon which Ogitor is based.
Since by 'we' I really mean 'me' - considering that I am the only active Ogitor developer these days - it is not an official 'thought', but Ogitor need a better architecture. So instead of porting/stealing Tundra's asset and EC/Module/Plugin code, we could base the editor on the framework. Ismail who wrote 85% of our code is not very active these days, but he seems to be fine with me taking Ogitor in new directions. I'd like to have feed-back from the rest of the Ogitor developers, but I think I can say that it's very probable that future Ogitors are based on Tundra. On Wednesday, 9 January 2013 08:45:32 UTC+1, Toni Alatalo 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 --- You received this message because you are subscribed to the Google Groups "realXtend" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.
