Hello

Here comes my personal point of view about this current debate.

First, let's think about what are the main soya features and why people are 
using it:

  Soya allows to create a 3D game quite easily, using python, blender and/or 
image editing tools.. So the strong points are :
       - high level API
       - performances are OK
       - you can model your objects in blender and quickly use it.
       - python, allowing to express yourself very nicely with good API's.

  Using it for quite a bit of time now I think it would be great to improve it 
in these ways:

       - a default collision system. I mean if I don't want to handle 
collision Soya should provide a way to tell "If XX collide with YY then call 
this method" . Soya is high level but not concerning collisions. Using 
raypicking is never "trivial"  and lead to many errors.

        -  a basic event system. I remember a soft, Klik and play (then Game 
Factory) 
you had possibility to catch events like "the latest XX object is destroyed" 
and things like that. This soft allowed you to create a game very easily. 
Perhaps it's something to dig in..

       - exporting meshes from blender to cal3d and/or soya is not trivial 
right now and many issues are open.

       - Because the high level is a strong point, I think Soya should provide 
high-level API for most of the game programming concerns. I mean default 
classes for controllers, for cinematics (perhaps here being able to re-use 
blender could be great)...

       - perhaps it lack a bit of documentation...Or perhaps the website don't 
push the documentation. Pydoc should be available from the website and the 
soya wiki should be the main area for documentation..

        - concerning deployment, I think packaging is the distribution 
responsibility, but it could be great, and not difficult to provide pre-built 
static packages. I mean for example, a package with everything needed for 
linux (libs, python modules), windows or macosx (.app) . I did one already 
for linux, a cmg package (klik system) and a pure binary one. 

        - concerning technicals aspects, pyrex don't seem  very maintained. 
Exports 
scripts in blender neither (soya  or cal3d). Perhaps it could be time to 
re-use another c++ engine just as Dunk said. It could provide an high quality 
backend, but more of that less things to maintain. I think it would be great 
to maintain just a good API using ogre, or crystal space.. I tried Ogre for 
example, and I have to say that on my low end system (PIII 500/ savage card) 
it is a lot faster than soya, for a great graphical quality..

        - and at last, because in many areas people need to redefine things, 
could be 
great to have a more extensible architecture for soya. 


Thank you if you read this mail to here :) As I said at the beginning it's 
just my point of view, but I have the feeling Soya is in a crossway right 
now.

Cédric aka Tortoose


Le Mercredi 11 Janvier 2006 23:40, Dunk Fordyce a écrit :
> i want to kick start this this conversation and i keep coming up with a
> load of dumb emails to start it but i dont like any of them...
>
> so what is the future of soya?
>
> what do you want?
>
> what are your ideas?
>
>
> _______________________________________________
> Soya-user mailing list
> [email protected]
> https://mail.gna.org/listinfo/soya-user

Reply via email to