Hey everyone,

I wanted to give a brief update.  We decided that the most important thing 
right now is to have graphics classes where the transform(), rotate() and 
related functions return matrices that can be passed to the graphics card 
rather than returning the matrix applied to the object.  The idea is that 
the graphics card should hold a representation of the object and it's the 
job of the graphics card to apply those transformations, not the CPU.  I 
haven't looked into the source code too much, but the current tentative 
plan is to fork the current 3d graphics classes and give them a new name to 
maintain backwards compatibility while we work out how the new system might 
work.

My student is also rather excited by the idea of making sage interface with 
Blender.  I know a few people were asking for that.

Greg

On Friday, September 13, 2013 2:10:16 PM UTC-4, Greg Laun wrote:
>
> I have a student who specializes in 3d graphics (in particular writing 
> very fast physics and game engines) who has expressed interest in 
> contributing to Sage.  From the sound of it, it would be very simple for 
> him to implement fast, responsive interactive 3d graphics, which I for one 
> would definitely like to see.  I realize we have jmol, but it currently has 
> a long load time.
>
> The only issue is I don't know enough about the status of sage's 3d 
> graphics to know where to start.  Is there a 3d graphic wish list, or any 
> tickets that describe what features a 3d graphics system needs?  Are 
> separate native implementations in Windows, OSX and Linux okay, or do we 
> need something like Java that is truly platform agnostic?  
>
> As a user, my ideal would be 3d and 2d graphics that update in real time 
> with the interact command.  Mathematica has the edge here, and it would go 
> a long way toward drawing some users away from Mathematica if we could 
> compete in this arena.
>
> Thanks,
>
> Greg
>

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