Nice writeup.

The whole FieldContainers framework 
(factory/serialization/aspect/reflection/plugins) seems to be worthy to 
mention. (I'm almost thinking of switching to that for our entire app, 
esp physics thread aspect handling.) Pluggable Image/Scene loaders might 
be nice to mention, although it's pretty standard for any scene graph 
system.

This has me thinking that it should be possible to adapt fcdProcess to 
emit boost::python bindings for Fields, so that we get something really 
spiffy that handles a lot of stuff for free (with this framework not 
having to belong to a graphics system).

As a minor nitpick, I sort-of bounce on the mentioning of 10 fps being a 
performance threshold, but I suppose it's different when running cluster 
(of which I have no experience). We use OpenSG to render 60 fps solid 
(that is, over 100 fps with vsync diabled) in our simulator, so the 
mentioning of 10 fps might deter a lot of people who want to use it on a 
single system (it would make me a bit wary if I didn't know what I knew 
:)..  because it certainly holds its own pretty good there as well  :)

Cheers,
/Marcus, always generalizing. :)

Dirk Reiners wrote:
>       
>       Hi folks,
>
> I've been working on writing some text about OpenSG's features. I'm 
> about halfway done, I would appreciate if somebody could take a look at 
> http://opensg.vrsource.org/trac/wiki/Features and give me some feedback 
> about the parts that are there (or just fix typos, of which I'm sure 
> there are numerous ;).
>
> Thanks
>
>       Dirk
>
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