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I'd like to propose a criteria to help decide development tasks from version to version. One thing I'd like to do (and I say this every time...) is to have a more nimble development process, so that releases happen every 3-4 months instead of every 6-8 months. We can do this by reducing the number of tasks required for each version. This shouldn't slow down development much (although I should note that releases do involve some overhead) and will improve our visibility and "liveness" to people who are interested in VOS but not following it closely. It's also easier to get people to try out stable releases rather than always checking out from CVS.

So what I propose is that for each version, we pick exactly one task from one of each of three categories, and make those the goals for that version. These categories are VOS core (improvement to libvos itself), developer-visible features (new library/plugin features), and user-visible features (noticable changes to ter'angreal itself).

For the core changes, I'm currently working on the way messages are dispatched to methods on the target object. This should produce immediate savings by significantly reducing the memory overhead on Vobjects and making vobject creation faster. I may look into other ways we can reduce the memory overhead. I want VOS to be able to scale up to hold 1000000 vobjects or more, but currently it chokes at as little as 10000 due to how to the fact that every vobject has several kilobytes of overhead associated with it (and it really doesn't need to have that much...)

For developer-facing changes, I intend work on the SWIG Python bindings and related support (omnivos plugins and such).

For user-facing changes, I want to see loading at least static geometry from VRML/X3D working, so that we have access to some of that content. I believe that there are at leaste a few VRML people out there (like Hermetic?) who would be interested in using VOS if they could design their worlds in VRML.

Maybe we can sneak OS X support under "user-facing changes" but that may yet be a large amount of work, so while we'll continue to work on it, I don't want to make it a blocking task for 0.24.

How does that sound for 0.24? Everything else we've been talking about will get done, but I just want to lay out the next 3 months or so of development. Also, Jason Moyers is working on a design for skeletal models (and animation) so we may have that as well, depending on the timing. Everything else is pushed to 0.25 and beyond. I will update the VOS roadmap to reflect this when I get a chance.

[   Peter Amstutz   ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]  ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]
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