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
>

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