Mark Malewski kirjoitti: > but realistically... about how long do you think before 0.1 is > released? Are you estimating about maybe July? August? Early fall?
I don't know if it's my place to announce this really, as am not one doing communications nor don't know if it's been officially set, but we've been talking of targeting 0.1 to late June. I'm taking the freedom to mention this in public 'cause am thinking that getting a stablish 0.1 release then would mean getting to alpha in late May or so, and beta in early June, so alpha is kind of within sight already. > In your personal opinion, are we ahead of schedule, behind schedule, > and do we need more developers? What are your thoughts? I think it's basically progressing ok. Featurewise I think we'll pretty much make it. One thing I'd like to point out is that the /ways/ that these features are made now, and how they will probably make it to 0.1, are not all in the final intended way. So please understand that some are there in a work-in-progress / to be improved manner. Some parts AFAIK are pretty solid, like the network packet handling / the sludp implementation, but for example the internal event systems is at least now pretty primitive still. Not to mention the Python module, which is now worked on to allow making components to the client in py too (we're experimenting with doing IM like that using py written stuff for telepathy etc) - current version is a terrible hack, and don't know yet how sensibly it will make it to 0.1 (it's also related to the event system, which may become a central way to tie those components too). That may also be an area where people could help, e.g. making experiements with possible enchancements to how things are in the framework, if there are some experts who could really dig into it. An easier way to participate I think would be for anyone to start looking into implementing their own modules, if you/they have some own needs that are not on our roadmap. Another thing is compiling on different platforms - no one has done it on macosx yet (our small company Playsign is the only Realxtend partner where we use macs too, but are pretty busy with other things so don't when would have time for that .. latest in June I guess if no one else has done it before, but there would be many other ways to use that time on actually developing the viewer too). One thing to note about RexNG is that we are somewhat targetting small devices too, but AFAIK no one here has actually tried running it on a mobile phone or pocketpc or something like that yet. So if someone else is interested in / working on such things (small Linux devices? iPhone? Android? Symbian? .. OLPC?) it might be interesting trying to build for and run on those already now. I didn't check earlier, but googled a bit now and it seems that a patch to add a OpenGL ES renderer to Ogre was made and accepted last autumn, so perhaps that could work out? *OpenGL ES render system implementation http://sourceforge.net/tracker/?func=detail&atid=302997&aid=2053570&group_id=2997* .. a recent forum thread about that is at http://www.ogre3d.org/forums/viewtopic.php?f=5&t=47788 .. with talk about Android and Pandora etc. > Will ReX-NG have Skype support? Will ReX-NG support spatial sound? It strives at being a component system for which anyone can make addons. But we'll make defaults for such basic functionalities of course. For communications we'll be in the xmpp and, and we'll use the Telepathy libs for that. I don't know if they have Skype support too, but if not, it should be possible (at some point at least) to plug in another comms implementation. I think spatial sound is in the roadmap for a bit later too (i don't remember if it was bumped to 0.2 or something in the 0.1 planning). > Mark sorry for the bit fuzzy post, should be going to sleep now, but hopefully got some good info cross -- thanks for asking :) ~Toni > On Sun, Apr 19, 2009 at 1:56 PM, Toni Alatalo <ant...@kyperjokki.fi > <mailto:ant...@kyperjokki.fi>> wrote: > > > Mark Malewski kirjoitti: > > Does anyone know the status of ReX-NG? Is it currently under > > development, or are we still in the early planning stages? > > The implementation started in early March, and the very basics are > there: it runs, loads modules, including a networking module that can > connect to a server and talk sludp, and an ogre renderer, tied > together > with the 'rexlogic' module etc. It gets terrain and prim data and > renders at least terrain somewhat, and we are pretty much working > on it > full time with almost all of the Rex team. > > http://dev.realxtend.org/gf/project/viewer/ is the forge with > commit log > and access to svn, where there are compile instructions too. > > http://wiki.realxtend.org/index.php/NG_Design_Document/Implementation_Plan > is how planned the work in early March so you can get an idea of what > sort of things are targeted for 0.1 now. > > So still early, but exists, functions somewhat, and is progressing. > > > Mark > > ~Toni > > > > > --~--~---------~--~----~------------~-------~--~----~ http://groups.google.com/group/realxtend http://www.realxtend.org -~----------~----~----~----~------~----~------~--~---