On 26 Dec 2013, at 16:44, Stéphane Ducasse <stephane.duca...@inria.fr> wrote:

> This sounds really exciting :)
> 
>> That sounds very interesting. I dream of a virtual world environment such as 
>> Second Life, highly dynamic and completely open source.
> 
> Croquet was going in that direction and this is good to improve the 
> infrastructure of Pharo in that direction. Better interaction with C and C++ 
> is definitively a big plus. 
> 
>> But currently I would like to do a simple video game, with toon like 
>> graphic, using bullet for physics. I think that making an actual game 
>> development pipeline would be very interesting.
> 
> Yes :)
> Now let us start small and focus on key elements. Clement was suggesting that 
> we could even launch a kick starter :)
> 
>> I would not create a full level editor, modeling software because it takes 
>> too much time, and there is Blender which is open source and very complete.
>> 
>> Some tasks required are as follow:
>> - An easy way to make bindings for C++ libraries. For this I am going to 
>> start extending SWIG(http://www.swig.org/) so it can generate bindings for 
>> Pharo NativeBoost.
> 
>> - Bindings for the Bullet physics 
>> engine(http://bulletphysics.org/wordpress/). With the extensions for swig, 
>> this is trivial.
> Did you see that esteban and JB did a binding to another physic engine 
> (forgot his name).

it is chipmunk, but is for 2d physics. 

Esteban

> 
>> - An importer for COLLADA. COLLADA is a XML based asset exchange format, 
>> with a wide support in different 3d model editors, such as Blender.
> We could turn that into a student project.
> 
>> - For Linux, a new VM display module is required. The current that uses just 
>> X11 suffers of severe tearing and flickering. I would like to make a display 
>> module for the VM that uses SDL2, which is a cross platform library that 
>> supports hardware accelerated graphics, or cross platform creation of an 
>> OpenGL context.
> 
> I’m sure that igor wants to have a look at that. 
> 
> 
>> - I think that garbage collection would require some determinism/time 
>> constraint or write some guidelines to avoid triggering the gargbage 
>> collector. When I'm testing the particles, I can see some noticeable pause, 
>> that I attribute to the garbage collector.
> 
> Eliot Miranda is working a new GC and it is much much much better. No global 
> GC needed anymore. So for Pharo 40 we will get 
> a lot of improvements from this part. We are really excited because it opens 
> a lot of space
> 
>> 
>> Greetings,
>> Ronie Salgado
>> 
>> 
>> 2013/12/25 Stéphane Ducasse <stephane.duca...@inria.fr>
>> Ronie
>> 
>> I was talking about 3D with Igor (because Igor came to Smalltalk because he 
>> wanted to use it as a game engine and built rendering
>> engine in Pascal long long time ago :).
>> So I was brainstorming to see what you could do.
>> 
>> the last time alex show roassal 3D we were thinking that it would be good to 
>> build a kickstarter show case on something
>> sexy (maybe bridging a physical model to 3D)….
>> 
>> Now what would like to build with NBOpenGL? What are your dreams and how
>> could we slice them into tasks that could be reached in a limited amount of 
>> time.
>> 
>> Stef
>> 
> 

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