Hi Robert, Your idea to "get adverts to pay for adverts" is worth trying. But for my part, this would be useless since I generate no significant traffic.
> An effective advertisement would also just be becoming a bit better at > promoting new releases and events, writing articles, promoting active > users to blog about there work. This type of activity needn't cost > more than time. Blogging can be an idea too... but to be effective, it has to be made on blogs/pages that have a relatively hight importance for search engines, I guess. The problem is then the same as adverts, isn't it? >> Where I don't totally agree is on the game market. I guess we mainly are >> engineers/researchers, not marketing professionals; so concentrating on >> OSG's features is logical. Of course we have to keep OSG's strongest points. >> But the game market has to be infiltrated by OSG! The benefit for OSG would >> be to have a different use for its code, and thus giving it more varied >> contributions. Why is there so few people wanting to work on osgAudio, and >> osgPhysics? Why did we have to wait so long before osgWidget and >> osgAnimation's integration? IMHO, the game market is an (the?) answer. We >> could use the power of vis-sim and virtual-reality features in games, and >> vice-versa. >> Remember that it's awfully difficult to get from "very good" to "perfect", >> whereas it's easy to go from "nothing" or "very bad" to "acceptable". At >> least a few things about gaming would provide us much. > > In the case of NodeKit's like character animation, audio, 3D GUI > widgets and physics end users have been largley rolling their own. > Some of these areas have had OSG style NodeKits developed, but few > have been appropriate for integration with the core OSG. One could > stuff a whole load of functionality quickly into the core OSG but > doing so would break the coherence of the overall toolkit. Okay, so surely the *cross-platform* game market has to be infiltrated ("Don't create a game from scratch and for only one platform! Use OSG to cut your costs by 50% and increase your target clients by 25%!"... :) ). Maybe that way we would get some contributors that care about doing things that are well designed and that can be integrated into OSG? I mean "quick-and-dirty" game-oriented node kits (or plugins/etc.) would certainly be created, but only the most used and best designed and general-purpose ones would be candidates for integration (as usual). > The OSG also has to remain practical to maintain, which means not > overloading the core developers and community with lots of new > software technology that has to be tested, debugging, ported and > maintained. Pulling in extra manpower from a wider community can > help, but it can also be a burden. Software projects effectiveness > don't usually scale with manpower well, quality of engineering talent > is actually far more important than quantity. I think the same. But I also think that growing the community, even with good talents, will certainly be a hard task if there is nobody to manage a little bit the efforts of the generous volunteers, as said before. > In terms of priorities, my own are getting a stable OSG-2.8 out the > door with binary packages for the main platforms in a timely manner. > Once 2.8 goes out then we can go try our collective hand at marketing > the release/project in general. > > Robert. That's sounds logical to me. In the meantime, I think I'll start a thread about search engines visibility; no objections to that? :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org