Hi Sukender, On Thu, Dec 11, 2008 at 2:28 PM, Sukender <[EMAIL PROTECTED]> wrote: > 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?
You can't have an important blog till you start writing it... If we link to the OSG related blogs from the OSG website, and to each others blogs then one could probably hike up the visibility. Search engines are so good these days that if you write stuff people are interested in it'll be found. > 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). Quick-and-dirty has it's place, but it's not something I would like to encourage for the core OSG. There items that are merged that are far from mature, but these have to show the promise of maturing quickly into something robust, useful and in keeping with the overall OSG design. If you want Quick-and-dirty then the community pages are the place for such prototype work. I believe the industry is moving in the direction of areas that the OSG is strong in - cross platform development, threading, multi-context, imersive vis (stereo monitors etc), flexibility, interoperability and software quality. We have all this going for us, we shouldn't need to compromise on the quality to just tick a few extra boxes on some managers/engineers feature list. The is also the factor that OSG is not a stationary target, the community is constantly improving existing codes and adding new features, this is all done with little shake up of existing features. In the earliest days the OSG had very few features of note yet some pretty big companies adopted it because it what was there was well engineered and it showed promise, such adoption happened when the OSG was still in alpha (0.8.x days). Once you've been around the OSG for a while you'll probably appreciate the steady progress that has been achieved year after year. In the end one doesn't actually need to focus so much on snazzy features is you make sure that your foundations are solid. > 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. Certainly managing the OSG is no walk in park, but there certainly is not a lack of management where management is possible. Please remember I'm bit of veteran of managing open source projects now, I've been doing full-time for the last 7 and half years, running a successful free software business. Over the years I've seen plenty of contributors with lots of latest/greatest ideas. Some we've implemented, some were pie in the sky, some were idiotic. > In the meantime, I think I'll start a thread about search engines visibility; > no objections to that? :) No objection, but I'd rather code than go discussing things to death. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org