RE: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread toni
A couple little hopefully clarifying points:

 

I think what Peter meant with porting and Jonne with rewriting is the same 
thing.. taking ideas and implementing them on Tundra, i.e. porting to Tundra. 
Possibly abstract logic code could be reused within some functionality, for 
example in a camera animation math code or game AI logic rules or so. Benefits 
of Tundra being reportedly nicer arch and code structure, ECs vs. using 
inheritance hierarchies for the functionalities etc .. the core mechanics on 
which the features would be rewritten. It sure is encouraging and nice that an 
outside evaluator who has studied sources of both softwares makes that proposal 


 

About reX scope  Tundra Core etc: certainly we are not changing the definition 
of Tundra core, fancy editors and asset libraries etc. are definitely not part 
of the core (as in the core APIs, ‘the purple box’, the non-optional parts of 
Tundra SDK) and at least if they are large or custom, not part of the SDK and 
the default distribution either. 

 

In an extreme case, if we’d decide to pursue a complex e.g. a 
one-click-app-creator within realXtend, it could well be e.g. a separate 
project with an own repo and all .. for example an optional Tundra plugin which 
could be bundled in some ‘creator release’, but which would not be necessary in 
a minimal end user client used to visit scenes. A port of Ogitor to be a Tundra 
plugin would certainly fit in this category I think, as a fork tracking the 
original Ogitor repo perhaps.

 

I just want to keep it clear how realXtend assoc. activities and Tundra core  
SDK scope can be different things, it is up to us to decide where we think 
cooperation and some common public effort would be most useful.

 

That said, in the meeting I found that shaders were one concrete 
content-centric topic which seems nice and simple, and which can help almost 
everyone to create more things easier. The current SuperShader and other 
bundled shaders for e.g. the parallel split shadows etc. are in all releases, 
are basically always assumed to be there, is ‘core’ in that sense (whereas 
technically they are more just arbitrary scene content) -- if there are clear 
needs for improvement in that department it could make a nice little project. 
Of course they don’t help anything alone, if no one knows how to create a new 
scene or app, but as one piece for the puzzle. One relieving point about 
shaders is that they are at least somewhat engine agnostic, AFAIK same GLSL can 
run in Ogre and WebGL and whatever other engine (well, at least when using 
opengl.. but that’s a different discussion).

 

I’d like the creation focused track to continue as planned, with Ludo and 
Spinningwire/ENER etc. art folks gathering requirements for their professional 
work etc., and Admino informing about your needs. BTW Jonne it was originally 
Tommi from Admino who said that new content examples and something to help 
content creation would be the most important thing for reX now 

 

But definitely docs and tutorials etc. are so important, obviously related to 
ease of creation too, that must be top priority. I don’t know yet how to 
organize that work but I think will talk with Kari, perhaps he has ideas how to 
get some funded doc project going. Last year I tried to get some university 
folks at the dept. of information processing sciences (software engineering 
etc) who work with people in the informatics department (library etc folks on 
the humanist side) to do some reX document work but haven’t heard anything 
back. Perhaps useful for long term, but for a quick fix we need something 
simpler .. a little project for some company and/or just doing more tutos and 
docs in our free time.

 

~Toni

 

From: Jonne Nauha
Sent: ‎January‎ ‎9‎, ‎2013 ‎11‎:‎11‎ ‎PM
To: realxtend@googlegroups.com
Subject: Re: [realXtend] reX assoc board meet: focus on creation tools


you point to code/sceenshots to get some kind of idea? I doubt there is any 
porting to be done, its a completely different beast without all of our 
dependencies/libraries/frameworks. Features/ideas can be copied (if they apply 
to the Tundra idelogy) but they will probably need to be rewritten from 
scratch.


I think we can however agree rex project should focus on documentation and 
examples (both c++ and javascript). Content creation tools can also be on the 
table, but as we have talked numerous times (in the issue tracker) Peter it 
might not be in the Tundra SDK scope to have fancy editors and ship certain 
kinds of 3D assets with it. Maybe we need to adjust that purity goal, I don't 
know. I would like to see the assets at least in a different repo if this 
happens and move /bin/scenes and parts of /bin/media there too.




I think many of the end user problems with Tundra come from that we are a very 
programmer oriented thing. You can't do much with Tundra if you don't know how 
to code or are willing to look at some headers. This can partly be solved

RE: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread toni
Hi, just for info that I edited the notes from the meeting to be clearer, 
structured a bit and set headings for sections etc. - also added the note about 
focus on game dev which was discussed here.

 

Separated background discussion etc. from actual decisions more clearly.

 

~Toni

 


 The full notes with some additional points are in
https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread Nexii
Hi,

Been following this conversation with some interest as I am one of those people 
waiting until documentation (and fancy editors) catch up. 

Recently came across this useful article on open source efforts for 
documentation and developer/user engagement: 
http://coding.smashingmagazine.com/2013/01/03/starting-open-source-project/

Hope it helps sharpen direction just as it has done to me.


Regards,

Nexii Malthus

On 10 Jan 2013, at 16:45, t...@playsign.net wrote:

 Hi, just for info that I edited the notes from the meeting to be clearer, 
 structured a bit and set headings for sections etc. - also added the note 
 about focus on game dev which was discussed here.
  
 Separated background discussion etc. from actual decisions more clearly.
  
 ~Toni
  
  The full notes with some additional points are in
 https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit
  
 -- 
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread Jonne Nauha
We have done some more documentation for Meshmoon. It's not exactly
realXtend Tundra but most of the things in the tutorial videos etc. are the
same as you would do them with a basic Tundra.

Docs: http://doc.meshmoon.com/
Developer doxygen (applicable to Tundra): http://doc.meshmoon.com/doxygen/
Tutorial videos: http://www.youtube.com/user/Adminomedia

Just as a hint if you are looking into this now. Unfortunately I doubt
we'll get anything concrete on rex documentation side in a while :I

Best regards,
Jonne Nauha
Adminotech developer


On Thu, Jan 10, 2013 at 8:15 PM, Nexii nex...@gmail.com wrote:

 Hi,

 Been following this conversation with some interest as I am one of those
 people waiting until documentation (and fancy editors) catch up.

 Recently came across this useful article on open source efforts for
 documentation and developer/user engagement:
 http://coding.smashingmagazine.com/2013/01/03/starting-open-source-project/

 Hope it helps sharpen direction just as it has done to me.


 Regards,

 Nexii Malthus


 On 10 Jan 2013, at 16:45, t...@playsign.net wrote:

 Hi, just for info that I edited the notes from the meeting to be clearer,
 structured a bit and set headings for sections etc. - also added the note
 about focus on game dev which was discussed here.

 Separated background discussion etc. from actual decisions more clearly.

 ~Toni

  The full notes with some additional points are in

 https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter Steinlechner
Hi Toni

Happy new year to everyone in the group. Its great to see how the realxtend
project progresses.

Some things that come to my mind to wish is about enhancing the COLLADA
import by using zipped COLLADA files like the Khronos suggestion of .zae
files and a drag and drop feature to upload them like it is in open
wonderland.
The way how it works right now is allready great, but I think I wasn't the
only one that tripped by the upload, before finding out that a placeable
has to be assigned too.
Maybe it would be a nice feature if a placeable could be assigned somehow
automaticly to COLLADA objects.

About inworld creation tools I think it's nice and useful to have some
basic tools like 3d  text, a pointer and maybe a basic sketching tool with
line and circle features to draw some planes which could be used for web
content or image display.
It could also be useful to have sort of a library of basic geometric shapes
to use to sketch out something quickly in realtime collaborative sessions,
with an option to group selected elements and to export those groups to a
COLLADA or .obj file.



On Wed, Jan 9, 2013 at 8:45 AM, t...@playsign.net 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!
 

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter C
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 

t...@playsign.net 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

-- 

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Toni Alatalo
On Wed, 2013-01-09 at 10:22 -0500, Peter C wrote:
 Just a few suggestions / things to note.

Thanks - quick comments:
 
 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.

We certainly keep that up -- both Ludocraft and Playsign are games
companies, the requirements from us (e.g. Ludo's old creation tool doc,
the mobile tundra plan etc) are largely from games dev perspective).

Sometimes it is more difficult for us to get a good understanding of the
*other* requirements, other apps besides games :)

If you are referring to the remark in the google doc, it tries to say
that reX is essentially about *networked multiplayer games* (or other
multiuser apps) out of the box, is inherently networked, whereas e.g.
Unity3D was originally for single player games (though has many mature
ways to do networking nowadays with 3rd party addons and has basics
builtin too).

 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. 

Yes we looked at Ogitor back in the early days when considering options,
I was repeatedly showing it to the guys in sprint meetings etc .. and
read some of their code when considering editing things in Naali/Tundra
etc.

Both Tundra and Ogitor support the old simple Ogre dotscene format so
they might be interoperable already, i.e. you might be able to import
Ogitor authored scenes to Tundra. When I tried dotscene things in Ogitor
0.3 some 2-3(?) years ago, though, got only some crash then, dunno about
the status of dotscene vs. their own format there -- certainly worth a
new look, it always has seemed like a good project.
 
 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. 

Yes, I actually tested it for some reason last year a little and thought
there were nice things, certainly also worth more study.

Scripting / Logic authoring has been my pet peeve for long, and still
kind of sold with the Scratch design for very simple things at least
(for kids and non-programmers), and both Google Blockly and Waterbear
would seem to allow it nicely for Tundra-JS.

Do you have some things in specific in mind about Torque, does it cover
everything a bit like Unity, dealing with assets etc? I'm recalling the
game maker things with events and states and something for logic etc,
hopefully have time for a study soon enough (or someone else has).

~Toni
 
 Cheers, 
 Peter 
 
 t...@playsign.net 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
 

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter C.
In regards to the game dev aspect: I'm sorry if that came off the wrong
way, it was just the google doc read a little more like this is an
academic project, the focus is on professional use and not games, end of
story. Sorry if I misinterpreted that. Also, in regards to Ogitor, I
was thinking more build some sort of plug-in that would allow for using
Ogitor functionality in Tundra as an in-scene editor. Also, for torque,
I have to do some more research in to it, however the main two things
that come to mind are possibly implementing the ability to easily
transition from Torque to Tundra. The main problem I see with Torque is
it is based on the old multiple inheritance methods, and is a pain to
work with when you start needing custom functionality. There are
resources that require you edit the engine source code at a low level to
add functionality needed for a script. My thoughts were to try to use
Tundra as a base to try to fix Torque's weaknesses, while allowing for
easy inter-op. Ideally it would be a collaboration between the RealXtend
association and GarageGames to create the best of both worlds, but I
doubt that would happen. If nothing else, my main concern would be the
need to implement similar DCC as torque's editor in to RealXtend, along
with better tutorials on extending realXtend (not just scripts, but
plug-ins as well). The documentation from Torque is really good compared
to Tundra, and Tundra is a pain to start developing for from an
outsider's prospective. Meshmoon alleviated some of the content creation
documentation issues, however for development of additional plug-ins, or
more general, non-Meshmoon specific documentation, realXtend is still
lacking big time. I'm still having issues getting DCC working for
realXtend, and I haven't been able to do much involving test scenes
because of it. The documentation for adding a new plug-in, such as a
terrain module, is almost non-existent. There are other irks such as not
having easy to access documentation telling what the shortcuts are for
the pop up windows easily accessible from Github or in a document
somewhere in the Git as well.

I think that the primary things that RealXtend could benefit from would
be better documentation of how to develop for it beyond basic scripting
and DCC, such as tutorials for plug-in/script development, content
creation, and general tutorials which take you through the whole process
of creating a basic game/scene that's actually playable and more
interesting than just walking around (something like Ludocraft Circus or
a basic FPS); and the ability to more easily create content. These
things would be the primary way to get ready to bring more people over.
Beyond that, better outreach and publicizing of the project itself would
bring more people in as well. The only reason I found out about
realXtend in the first place was because I found it by chance through
the opensim wiki. Having press releases about releases and the like go
out to places like Ogre, and having an Ogre wiki page and link to
realxtend in the Ogre wiki for 3rd party projects using Ogre, would
probably help bring more people in. RealXtend is a good framework, even
if it needs some tune-ups, but it needs more publicity and documentation
in order to grow and get bigger.

On 01/09/2013 01:05 PM, Toni Alatalo wrote:
 On Wed, 2013-01-09 at 10:22 -0500, Peter C wrote:
 Just a few suggestions / things to note.
 Thanks - quick comments:
 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.
 We certainly keep that up -- both Ludocraft and Playsign are games
 companies, the requirements from us (e.g. Ludo's old creation tool doc,
 the mobile tundra plan etc) are largely from games dev perspective).

 Sometimes it is more difficult for us to get a good understanding of the
 *other* requirements, other apps besides games :)

 If you are referring to the remark in the google doc, it tries to say
 that reX is essentially about *networked multiplayer games* (or other
 multiuser apps) out of the box, is inherently networked, whereas e.g.
 Unity3D was originally for single player games (though has many mature
 ways to do networking nowadays with 3rd party addons and has basics
 builtin too).

 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. 
 Yes we looked at Ogitor back in the early days when considering options,
 I was repeatedly showing it to the guys in sprint meetings etc .. and
 read some of their code when considering editing things in Naali/Tundra
 etc.

 Both Tundra and Ogitor support the old simple Ogre dotscene format so
 they might be interoperable already, i.e. you might be able to import
 Ogitor authored scenes to Tundra. When I tried dotscene things in Ogitor
 0.3 some 2-3(?) 

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Toni Alatalo
On Wed, 2013-01-09 at 13:30 -0500, Peter C. wrote:
 In regards to the game dev aspect: I'm sorry if that came off the wrong
 way, it was just the google doc read a little more like this is an
 academic project, the focus is on professional use and not games, end of
 story. Sorry if I misinterpreted that. Also, in regards to Ogitor, I

Right, well it's me who has to be sorry for writing it too unclearly
there I'm afraid.

Actually the strategy we hope to drive now in the research cooperation
with the university here etc. is that out of the academic work we would
get concrete improvements to the tech which would really help e.g. game
creation.

 was thinking more build some sort of plug-in that would allow for using
 Ogitor functionality in Tundra as an in-scene editor. Also, for torque,

Right, that's what I was also wondering early on -- especially because
also Ogitor uses Qt like Tundra does, might be possible to somehow hook
Ogitor to be a Tundra plugin or something even (but not totally
straightfoward, because Ogitor uses the Ogre API directly, whereas to
integrate in Tundra nicely it'd need to be ported to the Tundra API
which wraps Ogre).

 I have to do some more research in to it, however the main two things
 that come to mind are possibly implementing the ability to easily
 transition from Torque to Tundra. The main problem I see with Torque is
 it is based on the old multiple inheritance methods, and is a pain to
 work with when you start needing custom functionality. There are

Right - the entity-component model in Tundra has certainly proven to be
a nice strong point, has served great for extensibility in practice, is
easy to understand I think etc.

 easy inter-op. Ideally it would be a collaboration between the RealXtend
 association and GarageGames to create the best of both worlds, but I
 doubt that would happen. If nothing else, my main concern would be the
 need to implement similar DCC as torque's editor in to RealXtend, along

Interesting - it might be a far call, but it is also good to brainstorm
with an open mind sometimes.

BTW didn't they open source something recently, was it torque3d runtime
or what?

 I think that the primary things that RealXtend could benefit from would
 be better documentation of how to develop for it beyond basic scripting

Agreed. As you noted, Meshmoon docs helped already, but certainly much
is still urgently needed.

I think we need tech dev too but certainly creating those docs must be
somehow organized finally.

 out to places like Ogre, and having an Ogre wiki page and link to
 realxtend in the Ogre wiki for 3rd party projects using Ogre, would

*nod* -- I think the time is certainly ripe to submit Tundra as a
candidate featured project for the Ogre site. Feel free to do it, anyone
basically, but I think I must if no one else beats me to it (should not
be hard..)

Thanks again for the good points and welcome reminders (I wasn't
recalling Ogitor and Torque too clearly at all, have been quite occupied
with many other things recently too).

~Toni

 On 01/09/2013 01:05 PM, Toni Alatalo wrote:
  On Wed, 2013-01-09 at 10:22 -0500, Peter C wrote:
  Just a few suggestions / things to note.
  Thanks - quick comments:
  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.
  We certainly keep that up -- both Ludocraft and Playsign are games
  companies, the requirements from us (e.g. Ludo's old creation tool doc,
  the mobile tundra plan etc) are largely from games dev perspective).
 
  Sometimes it is more difficult for us to get a good understanding of the
  *other* requirements, other apps besides games :)
 
  If you are referring to the remark in the google doc, it tries to say
  that reX is essentially about *networked multiplayer games* (or other
  multiuser apps) out of the box, is inherently networked, whereas e.g.
  Unity3D was originally for single player games (though has many mature
  ways to do networking nowadays with 3rd party addons and has basics
  builtin too).
 
  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. 
  Yes we looked at Ogitor back in the early days when considering options,
  I was repeatedly showing it to the guys in sprint meetings etc .. and
  read some of their code when considering editing things in Naali/Tundra
  etc.
 
  Both Tundra and Ogitor support the old simple Ogre dotscene format so
  they might be interoperable already, i.e. you might be able to import
  Ogitor authored scenes to Tundra. When I tried dotscene things in Ogitor
  0.3 some 2-3(?) years ago, though, got only some crash then, dunno about
  the status of dotscene vs. their own format there -- certainly worth a
  new look, it always has seemed like a good project.
  3. It may be a 

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter C.
They open sourced the whole of Torque3D:
https://github.com/GarageGames/Torque3D

It only runs on Windows for now, but they are pushing for Mac and Linux
support. They are also planning on open sourcing Torque2D. I think that
for inter-op it would be best to start by porting functionality Torque
has that Tundra does not to Tundra, and then figuring out ways to
convert content/scripts from Torque to Tundra. I was looking at Torque,
and the source code it self is really heavily interconnected; it would
take a complete overhaul to move it to a modern entity-component system.
I personally would rather just implement the missing functionality in
Tundra and make it easy to port from Torque to Tundra.

On 01/09/2013 01:42 PM, Toni Alatalo wrote:
 On Wed, 2013-01-09 at 13:30 -0500, Peter C. wrote:
 In regards to the game dev aspect: I'm sorry if that came off the wrong
 way, it was just the google doc read a little more like this is an
 academic project, the focus is on professional use and not games, end of
 story. Sorry if I misinterpreted that. Also, in regards to Ogitor, I
 Right, well it's me who has to be sorry for writing it too unclearly
 there I'm afraid.

 Actually the strategy we hope to drive now in the research cooperation
 with the university here etc. is that out of the academic work we would
 get concrete improvements to the tech which would really help e.g. game
 creation.

 was thinking more build some sort of plug-in that would allow for using
 Ogitor functionality in Tundra as an in-scene editor. Also, for torque,
 Right, that's what I was also wondering early on -- especially because
 also Ogitor uses Qt like Tundra does, might be possible to somehow hook
 Ogitor to be a Tundra plugin or something even (but not totally
 straightfoward, because Ogitor uses the Ogre API directly, whereas to
 integrate in Tundra nicely it'd need to be ported to the Tundra API
 which wraps Ogre).

 I have to do some more research in to it, however the main two things
 that come to mind are possibly implementing the ability to easily
 transition from Torque to Tundra. The main problem I see with Torque is
 it is based on the old multiple inheritance methods, and is a pain to
 work with when you start needing custom functionality. There are
 Right - the entity-component model in Tundra has certainly proven to be
 a nice strong point, has served great for extensibility in practice, is
 easy to understand I think etc.

 easy inter-op. Ideally it would be a collaboration between the RealXtend
 association and GarageGames to create the best of both worlds, but I
 doubt that would happen. If nothing else, my main concern would be the
 need to implement similar DCC as torque's editor in to RealXtend, along
 Interesting - it might be a far call, but it is also good to brainstorm
 with an open mind sometimes.

 BTW didn't they open source something recently, was it torque3d runtime
 or what?

 I think that the primary things that RealXtend could benefit from would
 be better documentation of how to develop for it beyond basic scripting
 Agreed. As you noted, Meshmoon docs helped already, but certainly much
 is still urgently needed.

 I think we need tech dev too but certainly creating those docs must be
 somehow organized finally.

 out to places like Ogre, and having an Ogre wiki page and link to
 realxtend in the Ogre wiki for 3rd party projects using Ogre, would
 *nod* -- I think the time is certainly ripe to submit Tundra as a
 candidate featured project for the Ogre site. Feel free to do it, anyone
 basically, but I think I must if no one else beats me to it (should not
 be hard..)

 Thanks again for the good points and welcome reminders (I wasn't
 recalling Ogitor and Torque too clearly at all, have been quite occupied
 with many other things recently too).

 ~Toni

 On 01/09/2013 01:05 PM, Toni Alatalo wrote:
 On Wed, 2013-01-09 at 10:22 -0500, Peter C wrote:
 Just a few suggestions / things to note.
 Thanks - quick comments:
 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.
 We certainly keep that up -- both Ludocraft and Playsign are games
 companies, the requirements from us (e.g. Ludo's old creation tool doc,
 the mobile tundra plan etc) are largely from games dev perspective).

 Sometimes it is more difficult for us to get a good understanding of the
 *other* requirements, other apps besides games :)

 If you are referring to the remark in the google doc, it tries to say
 that reX is essentially about *networked multiplayer games* (or other
 multiuser apps) out of the box, is inherently networked, whereas e.g.
 Unity3D was originally for single player games (though has many mature
 ways to do networking nowadays with 3rd party addons and has basics
 builtin too).

 2. It might be wise to try porting ogitor to run inside realXtend. If
 nothing else make an exporter from 

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Jonne Nauha
This Torque seems nice, I guess. The repo is very weirdly structured for
me, very hard to find the actual code. Seems they don't use a lot of
dependencies, which is good i guess. Seems to implement their own window
managers etc. for each platform, seems crazy to me but gets you the most
control :)

Yeah it looks nice and all, but why exactly should we start porting
features from it to Tundra? It seems to have a very different use, as in
having a flexible gui editor to create projects in click here and here to
make a game kind of way. Is this networked at all or a make single player
games framework? I dont even know exactly what it is, just by reading the
readme from github it still leaves me puzzled. Can you be
more specific what would you like to see in Tundra from this? Can you point
to code/sceenshots to get some kind of idea? I doubt there is any porting
to be done, its a completely different beast without all of our
dependencies/libraries/frameworks. Features/ideas can be copied (if they
apply to the Tundra idelogy) but they will probably need to be rewritten
from scratch.

I think we can however agree rex project should focus on documentation and
examples (both c++ and javascript). Content creation tools can also be on
the table, but as we have talked numerous times (in the issue tracker)
Peter it might not be in the Tundra SDK scope to have fancy editors and
ship certain kinds of 3D assets with it. Maybe we need to adjust that
purity goal, I don't know. I would like to see the assets at least in a
different repo if this happens and move /bin/scenes and parts of /bin/media
there too.

I think many of the end user problems with Tundra come from that we are a
very programmer oriented thing. You can't do much with Tundra if you don't
know how to code or are willing to look at some headers. This can partly be
solved with documentation, but at the end of the day if you want to make
things move and pop (like a game), you need to write some code either with
javascript and/or c++ code.

Tundra is a more of a developer SDK with some examples to get you started,
not a full click a button on a editor to make a game kind of thing, I
guess that is a quite nice dream to have. We could make this kind of
editor, maybe utilizing ogitor or just build our own, but we would need to
move our focus out from Tundra core. I suspect that this Torque was not
made in a couple of months but there is some serious money and effort
behind it before made open source.

Btw. We have it on our todo list to make most of these things to Meshmoon.
Nice(r) editors, easy primitive building, scripting templates and drag
and drop content libraries. We need to make usage and building easier for
our end users, I just think it might be more in Meshmoons scope that Tundra
cores, hard to say. I know for a fact that if I implement these in Meshmoon
I can make it just the way we like. If I'm doing it it Tundra core I need
to ask for acceptance, deal with merge politics, go with cores UI style and
in many cases dump down or limit the implementation so that it is generic
enough and usable everywhere.

*TL;DR +1 for documentation and modeling/scripting examples :)*

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Jan 9, 2013 at 9:24 PM, Peter C. th3fly...@gmail.com wrote:

 They open sourced the whole of Torque3D:
 https://github.com/GarageGames/Torque3D

 It only runs on Windows for now, but they are pushing for Mac and Linux
 support. They are also planning on open sourcing Torque2D. I think that
 for inter-op it would be best to start by porting functionality Torque
 has that Tundra does not to Tundra, and then figuring out ways to
 convert content/scripts from Torque to Tundra. I was looking at Torque,
 and the source code it self is really heavily interconnected; it would
 take a complete overhaul to move it to a modern entity-component system.
 I personally would rather just implement the missing functionality in
 Tundra and make it easy to port from Torque to Tundra.

 On 01/09/2013 01:42 PM, Toni Alatalo wrote:
  On Wed, 2013-01-09 at 13:30 -0500, Peter C. wrote:
  In regards to the game dev aspect: I'm sorry if that came off the wrong
  way, it was just the google doc read a little more like this is an
  academic project, the focus is on professional use and not games, end of
  story. Sorry if I misinterpreted that. Also, in regards to Ogitor, I
  Right, well it's me who has to be sorry for writing it too unclearly
  there I'm afraid.
 
  Actually the strategy we hope to drive now in the research cooperation
  with the university here etc. is that out of the academic work we would
  get concrete improvements to the tech which would really help e.g. game
  creation.
 
  was thinking more build some sort of plug-in that would allow for using
  Ogitor functionality in Tundra as an in-scene editor. Also, for torque,
  Right, that's what I was also wondering early on -- especially because
  also Ogitor uses Qt like Tundra does, might be 

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter C.
I suggest you read through their website, as the github is fairly basic
compared to their actual website.
https://www.garagegames.com/products/torque-3d

On 01/09/2013 04:11 PM, Jonne Nauha wrote:
 This Torque seems nice, I guess. The repo is very weirdly structured
 for me, very hard to find the actual code. Seems they don't use a lot
 of dependencies, which is good i guess. Seems to implement their own
 window managers etc. for each platform, seems crazy to me but gets you
 the most control :)

 Yeah it looks nice and all, but why exactly should we start porting
 features from it to Tundra? It seems to have a very different use, as
 in having a flexible gui editor to create projects in click here and
 here to make a game kind of way. Is this networked at all or a make
 single player games framework? I dont even know exactly what it is,
 just by reading the readme from github it still leaves me puzzled. Can
 you be more specific what would you like to see in Tundra from this?
 Can you point to code/sceenshots to get some kind of idea? I doubt
 there is any porting to be done, its a completely different beast
 without all of our dependencies/libraries/frameworks. Features/ideas
 can be copied (if they apply to the Tundra idelogy) but they will
 probably need to be rewritten from scratch.

 I think we can however agree rex project should focus on documentation
 and examples (both c++ and javascript). Content creation tools can
 also be on the table, but as we have talked numerous times (in the
 issue tracker) Peter it might not be in the Tundra SDK scope to have
 fancy editors and ship certain kinds of 3D assets with it. Maybe we
 need to adjust that purity goal, I don't know. I would like to see
 the assets at least in a different repo if this happens and move
 /bin/scenes and parts of /bin/media there too.

 I think many of the end user problems with Tundra come from that we
 are a very programmer oriented thing. You can't do much with Tundra if
 you don't know how to code or are willing to look at some headers.
 This can partly be solved with documentation, but at the end of the
 day if you want to make things move and pop (like a game), you need to
 write some code either with javascript and/or c++ code.

 Tundra is a more of a developer SDK with some examples to get you
 started, not a full click a button on a editor to make a game kind
 of thing, I guess that is a quite nice dream to have. We could make
 this kind of editor, maybe utilizing ogitor or just build our own, but
 we would need to move our focus out from Tundra core. I suspect that
 this Torque was not made in a couple of months but there is some
 serious money and effort behind it before made open source.

 Btw. We have it on our todo list to make most of these things to
 Meshmoon. Nice(r) editors, easy primitive building, scripting
 templates and drag and drop content libraries. We need to make usage
 and building easier for our end users, I just think it might be more
 in Meshmoons scope that Tundra cores, hard to say. I know for a fact
 that if I implement these in Meshmoon I can make it just the way we
 like. If I'm doing it it Tundra core I need to ask for acceptance,
 deal with merge politics, go with cores UI style and in many cases
 dump down or limit the implementation so that it is generic enough and
 usable everywhere. 

 *TL;DR +1 for documentation and modeling/scripting examples :)*

 Best regards,
 Jonne Nauha
 Adminotech developer


 On Wed, Jan 9, 2013 at 9:24 PM, Peter C. th3fly...@gmail.com
 mailto:th3fly...@gmail.com wrote:

 They open sourced the whole of Torque3D:
 https://github.com/GarageGames/Torque3D

 It only runs on Windows for now, but they are pushing for Mac and
 Linux
 support. They are also planning on open sourcing Torque2D. I think
 that
 for inter-op it would be best to start by porting functionality Torque
 has that Tundra does not to Tundra, and then figuring out ways to
 convert content/scripts from Torque to Tundra. I was looking at
 Torque,
 and the source code it self is really heavily interconnected; it would
 take a complete overhaul to move it to a modern entity-component
 system.
 I personally would rather just implement the missing functionality in
 Tundra and make it easy to port from Torque to Tundra.

 On 01/09/2013 01:42 PM, Toni Alatalo wrote:
  On Wed, 2013-01-09 at 13:30 -0500, Peter C. wrote:
  In regards to the game dev aspect: I'm sorry if that came off
 the wrong
  way, it was just the google doc read a little more like this is an
  academic project, the focus is on professional use and not
 games, end of
  story. Sorry if I misinterpreted that. Also, in regards to
 Ogitor, I
  Right, well it's me who has to be sorry for writing it too unclearly
  there I'm afraid.
 
  Actually the strategy we hope to drive now in the research
 cooperation
  with the university