[realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread ilikia
Hi again Ali, hope you had a nice festival weekend a week ago. Sielun
Veljet... would have been nice to see them again after all these
years.

OK, I managed to make CAVE functionality work in Tundra 2.0, thanks a
lot for the instructions. I've fiddled with the remake of the
PythonScriptModule now and then, but I am just not up to it. It is
just too full of references to the old modules and to the old way to
define scenes and math. Errors after error... And I don't know how to
to rewrite the code, even if I commented out all the compiler errors.

Adding PythonQt to the deps seemed to work, though, by copying the
PythonQt directory from NaaliDeps to Tundra2deps, and by adding the
line 'configure_python_qt()' to the upper level CMakeLists.txt. At
least vs2008 does not complain about '#include PythonQt.h'.

Does anybody else need PythonScriptModule in Tundra2? I have to have
it to make my own code work. I'd really appreciate it if any of you
gurus would have the time to give me advice on how to port the
PythonScriptModule to Tundra2.

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
Hi Ilikia,

Sorry that I havent been more vocal here on the mailing list since getting
back to work on monday. I have done some big efforts for the Tundra2
codebase since then. We are now working in the realXtend naali repo under
tundra2 branch. I have made things build again like cave module. Python is
still not done but I will get to it at some point. I would not use too much
time for that yourself.

I have enhanced our cmake system and how windows finds dependencies. I
automated fetching deps so you dont have to do a manual svn checkout
anymore, and no manual copying of files into /bin. Last night I made a make
install step for Tundra2 that you can (later at least) pass a prefix and
you can install your build there with /lib /bin /include stuff like normal.
erno aka e` is working on the linux build for tundra2.

Quick steps to get going

   1. Clone Branch located at
   https://github.com/realXtend/naali/tree/tundra2
   2. Have git.exe in your path and run
win_update_deps_vs2008.bathttps://github.com/realXtend/naali/blob/tundra2/win_update_deps_vs2008.bat
   3. Then run 
win_cmake_vs2008.bathttps://github.com/realXtend/naali/blob/tundra2/win_cmake_vs2008.bat
as
   usual

You don't anymore need to have TUNDRA_DEP_PATH or similar in your system env
variables. The scripst will take care you have the latest deps, copy them to
bin for you and when you run cmake the deps path is cached so you never have
to pass it again (unless you really want to change it). If you want to
forget the dep path + all the found deps ofc you can delete CMakeCache.txt.
win_update_deps_*.bat does this for you so you wont get strange results
after updating deps.

Source code has been moved under /src and there is some subdir separations
SDK vs application level. This structure is not final but prepares us for
the future and makes us look like a proper project with an actual src dir ;)
I made static libs build under /lib. I modified the cmake system quite much
to make it nicer and adding cmake/TundraInstall.cmake for make install
macros (for all platform, on visual studio right click INSTALL project and
select Build!).

I'll keep you posted on python (at least i promise to try and remember :).
The situation there is that we need to remove a lot of dead code. How SDK
gets exposed to .py code and so forth probably stays as is and is not really
hard to make build.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 3:24 PM, ilikia t...@ee.oulu.fi wrote:

 Hi again Ali, hope you had a nice festival weekend a week ago. Sielun
 Veljet... would have been nice to see them again after all these
 years.

 OK, I managed to make CAVE functionality work in Tundra 2.0, thanks a
 lot for the instructions. I've fiddled with the remake of the
 PythonScriptModule now and then, but I am just not up to it. It is
 just too full of references to the old modules and to the old way to
 define scenes and math. Errors after error... And I don't know how to
 to rewrite the code, even if I commented out all the compiler errors.

 Adding PythonQt to the deps seemed to work, though, by copying the
 PythonQt directory from NaaliDeps to Tundra2deps, and by adding the
 line 'configure_python_qt()' to the upper level CMakeLists.txt. At
 least vs2008 does not complain about '#include PythonQt.h'.

 Does anybody else need PythonScriptModule in Tundra2? I have to have
 it to make my own code work. I'd really appreciate it if any of you
 gurus would have the time to give me advice on how to port the
 PythonScriptModule to Tundra2.

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Ali Kämäräinen
ilikia,

Festivals - a great opportunity to miss bands...

But to the business: you can delete Vector3dfDecorator.hcpp,
QuaternionDecorator.hcpp and TransformDecorator.hcpp + all references to
those files. That should help a bit at least.

Grey skies,
Ali Kämäräinen

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
How are the new math lib classes exposed to py? I did see that there were
generated converter functions spesificly for the QScriptEngine. Are they
QObjects? I mean if not we still need to make Qt based Decorators like that
to feed them into PythonQt. At least i think so. I am under the impression
that you need to feed qobject classes to the PythonQt. But I might actually
be wrong, will have to ask toni next week when I see him.

Either way, yah I'm cleaning out the module quite a bit. File and source
wise, its in quite bad shape. The maintainers have been just commenting
completely dead code for a long time so its a freaking mess :I I'll try to
get it closer to our standards but not into fulling state today. Need to
expose the math lib somehow at some point. At least things that get exposed
over from EC_Placeable so its usable from py.

Ali any comments on moving stuff under /src? I'd like to hear your ideas
about how to structure the sources to get this SDK vs. application layers
going. I think its already quite nice. My next big move would be to remove
/bin from the repo all together and make it generate itself during the
build. Moving all the data that is there currently will be quite easy to
move under /src/ where the corresponding project is. As I did with my cmake
install support thingie with the macros:
https://github.com/realXtend/naali/commit/b528d36d13a61d39ecb6eb14c27e93f6319a81f8

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 5:43 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 ilikia,

 Festivals - a great opportunity to miss bands...

 But to the business: you can delete Vector3dfDecorator.hcpp,
 QuaternionDecorator.hcpp and TransformDecorator.hcpp + all references to
 those files. That should help a bit at least.

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Ali Kämäräinen
The new math classes are not currently exposed to Python. The math classes
are not QObjects, nor will be afaik. The QScriptBindings bindings generator
(found in JavascriptModule) can be probably extended to generate Python
bindings too. Whether they will be done using the decorator technique or
not, I don't know atm. The shape of PythonScriptModule and bin/pymodules is
horrible indeed, hear hear, and some major cleanup is needed.

I haven't paid much attention to the stuff that you have been working on the
tundra2-wip branch as I'm currently on my summer vacation, but what I've
glanced, there seems to be some good stuff happening there. But if I were
you, I wouldn't spend too much of a time yet fully restructuring the whole
project on my own as no other Tundra developer party have been consulted in
any way on the matter, nor any meetings (irl or irc) have been held. So my
advice would to hold your horses a bit, and it to start working on this
matter later in August.

Grey skies,
Ali Kämäräinen

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
Actually we have discussed this with Jukka from Ludo (and with Toni for many
years moving sources to /src). What was discussed with Jukka before he left
for summer holidays was the SDK vs. app level split being more strict. I
have only done initial steps to do this separations. And I acknowledge that
after everyone gets back things might still change, so its been on my mind.

The idea Jukka had was to move the application layer to a different repo,
that would then be fetched as a git submodule on top of the SDK, or even
just pointing TUNDRA_SDK_ROOT to the app layer build system (this would be
optimal imo). And the work I have been doing now supports all those
possibilities once we decide something concrete.

P.S Yeah dont spend too much on code, have a nice holiday ;)

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 6:44 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 The new math classes are not currently exposed to Python. The math classes
 are not QObjects, nor will be afaik. The QScriptBindings bindings generator
 (found in JavascriptModule) can be probably extended to generate Python
 bindings too. Whether they will be done using the decorator technique or
 not, I don't know atm. The shape of PythonScriptModule and bin/pymodules is
 horrible indeed, hear hear, and some major cleanup is needed.

 I haven't paid much attention to the stuff that you have been working on
 the tundra2-wip branch as I'm currently on my summer vacation, but what I've
 glanced, there seems to be some good stuff happening there. But if I were
 you, I wouldn't spend too much of a time yet fully restructuring the whole
 project on my own as no other Tundra developer party have been consulted in
 any way on the matter, nor any meetings (irl or irc) have been held. So my
 advice would to hold your horses a bit, and it to start working on this
 matter later in August.

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
Alright Ilikia I committed my stuff
https://github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e04f2c8db13348

https://github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e04f2c8db13348Please
do read the commit msg and understand i did not test this yet. You may do
that if you check out our tundra2 branch like instructed earlier. I don't
have time to test and finalize it now :) But it builds now. One thing I
changed is the python '_naali' import to '_tundra'. So we need to make
tundra.py that does the equivalent things as naali.py before (provides all
the nice funcs and APIs).

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 8:08 PM, Jonne Nauha jo...@adminotech.com wrote:

 Actually we have discussed this with Jukka from Ludo (and with Toni for
 many years moving sources to /src). What was discussed with Jukka before he
 left for summer holidays was the SDK vs. app level split being more strict.
 I have only done initial steps to do this separations. And
 I acknowledge that after everyone gets back things might still change, so
 its been on my mind.

 The idea Jukka had was to move the application layer to a different repo,
 that would then be fetched as a git submodule on top of the SDK, or even
 just pointing TUNDRA_SDK_ROOT to the app layer build system (this would be
 optimal imo). And the work I have been doing now supports all those
 possibilities once we decide something concrete.

 P.S Yeah dont spend too much on code, have a nice holiday ;)

 Best regards,
 Jonne Nauha
 Adminotech developer


 On Fri, Jul 22, 2011 at 6:44 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 The new math classes are not currently exposed to Python. The math classes
 are not QObjects, nor will be afaik. The QScriptBindings bindings generator
 (found in JavascriptModule) can be probably extended to generate Python
 bindings too. Whether they will be done using the decorator technique or
 not, I don't know atm. The shape of PythonScriptModule and bin/pymodules is
 horrible indeed, hear hear, and some major cleanup is needed.

 I haven't paid much attention to the stuff that you have been working on
 the tundra2-wip branch as I'm currently on my summer vacation, but what I've
 glanced, there seems to be some good stuff happening there. But if I were
 you, I wouldn't spend too much of a time yet fully restructuring the whole
 project on my own as no other Tundra developer party have been consulted in
 any way on the matter, nor any meetings (irl or irc) have been held. So my
 advice would to hold your horses a bit, and it to start working on this
 matter later in August.

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org




-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

[realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread ilikia
Wow guys, you really had a brainstorm this afternoon. Probably
interesting things to come.

Ali: I had already commented out all the code in the files you
mentioned, they did not cause errors. The big problems occurred with
PythonScriptModule and PythonScriptInstance, because they refer a lot
to stuff like Scene::Entity etc., and Scene is defined very
differently now.

Is 1.* going to be terminated completely now? Or developed in
parallel? Of course I can use the versions I've compiled so far as a
backup, but I think that there are others who have built a lot on 1.*,
like people at  the CIE that  I visited a couple of months ago.

Anyway, I'll wait for the official release then. Maybe someone else
will need PythonScriptModule, too, and  the project will advance.

Have a nice holiday guys.

On Jul 22, 8:08 pm, Jonne Nauha jo...@adminotech.com wrote:
 Actually we have discussed this with Jukka from Ludo (and with Toni for many
 years moving sources to /src). What was discussed with Jukka before he left
 for summer holidays was the SDK vs. app level split being more strict. I
 have only done initial steps to do this separations. And I acknowledge that
 after everyone gets back things might still change, so its been on my mind.

 The idea Jukka had was to move the application layer to a different repo,
 that would then be fetched as a git submodule on top of the SDK, or even
 just pointing TUNDRA_SDK_ROOT to the app layer build system (this would be
 optimal imo). And the work I have been doing now supports all those
 possibilities once we decide something concrete.

 P.S Yeah dont spend too much on code, have a nice holiday ;)

 Best regards,
 Jonne Nauha
 Adminotech developer

 On Fri, Jul 22, 2011 at 6:44 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:







  The new math classes are not currently exposed to Python. The math classes
  are not QObjects, nor will be afaik. The QScriptBindings bindings generator
  (found in JavascriptModule) can be probably extended to generate Python
  bindings too. Whether they will be done using the decorator technique or
  not, I don't know atm. The shape of PythonScriptModule and bin/pymodules is
  horrible indeed, hear hear, and some major cleanup is needed.

  I haven't paid much attention to the stuff that you have been working on
  the tundra2-wip branch as I'm currently on my summer vacation, but what I've
  glanced, there seems to be some good stuff happening there. But if I were
  you, I wouldn't spend too much of a time yet fully restructuring the whole
  project on my own as no other Tundra developer party have been consulted in
  any way on the matter, nor any meetings (irl or irc) have been held. So my
  advice would to hold your horses a bit, and it to start working on this
  matter later in August.

  Grey skies,
  Ali Kämäräinen

   --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


[realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread ilikia
Thanks again, I'll look at it next week. Might even try to think about
what kinds of methods the new tundra.py module would need.

On Jul 22, 9:25 pm, Jonne Nauha jo...@adminotech.com wrote:
 Alright Ilikia I committed my 
 stuffhttps://github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e...

 https://github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e...Please
 do read the commit msg and understand i did not test this yet. You may do
 that if you check out our tundra2 branch like instructed earlier. I don't
 have time to test and finalize it now :) But it builds now. One thing I
 changed is the python '_naali' import to '_tundra'. So we need to make
 tundra.py that does the equivalent things as naali.py before (provides all
 the nice funcs and APIs).

 Best regards,
 Jonne Nauha
 Adminotech developer







 On Fri, Jul 22, 2011 at 8:08 PM, Jonne Nauha jo...@adminotech.com wrote:
  Actually we have discussed this with Jukka from Ludo (and with Toni for
  many years moving sources to /src). What was discussed with Jukka before he
  left for summer holidays was the SDK vs. app level split being more strict.
  I have only done initial steps to do this separations. And
  I acknowledge that after everyone gets back things might still change, so
  its been on my mind.

  The idea Jukka had was to move the application layer to a different repo,
  that would then be fetched as a git submodule on top of the SDK, or even
  just pointing TUNDRA_SDK_ROOT to the app layer build system (this would be
  optimal imo). And the work I have been doing now supports all those
  possibilities once we decide something concrete.

  P.S Yeah dont spend too much on code, have a nice holiday ;)

  Best regards,
  Jonne Nauha
  Adminotech developer

  On Fri, Jul 22, 2011 at 6:44 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

  The new math classes are not currently exposed to Python. The math classes
  are not QObjects, nor will be afaik. The QScriptBindings bindings generator
  (found in JavascriptModule) can be probably extended to generate Python
  bindings too. Whether they will be done using the decorator technique or
  not, I don't know atm. The shape of PythonScriptModule and bin/pymodules is
  horrible indeed, hear hear, and some major cleanup is needed.

  I haven't paid much attention to the stuff that you have been working on
  the tundra2-wip branch as I'm currently on my summer vacation, but what 
  I've
  glanced, there seems to be some good stuff happening there. But if I were
  you, I wouldn't spend too much of a time yet fully restructuring the whole
  project on my own as no other Tundra developer party have been consulted in
  any way on the matter, nor any meetings (irl or irc) have been held. So my
  advice would to hold your horses a bit, and it to start working on this
  matter later in August.

  Grey skies,
  Ali Kämäräinen

   --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
That would be helpful if you can give concrete use cases. But I recon youll
do mighty well if we just expose all the SDK APIs and the full chain of
scene - entity - component - attribute. The problem with the old python
module is that there are all kinds of special getters and setter and own
magic how to access things. We must fix this and make it similar to C++ and
JavaScript, all languages should access things in Tundra with same calls to
framework objects/APIs.

Tundra 2.0 is just a name/version, it could be as well Tundra 1.1 or 1.5. It
just means we are making big changes, just look at the version number.
Meaning that when you start working with the 2.0 SDK you should already know
that you might need to port some code lines to newer calls etc. :) I can't
say for everyone but we at Adminotech want to move to 2.0 full time, we
think its a step in the right direction. So far what I have seen, 2.0 brings
alot of nice new features, polishes the code that was already there, removes
years of legacy code and cruft that we really don't need. I am confident
once people get to see the new stuff they will be happy to move along. The
advantages for developers are huge, easier code base to work all around. So
when Qt releases 4.8 I don't think anyone there still works on 4.7 or 4.6
versions of the code base, so I dont see a reason for us to do so either :)

CIE has their own c++ code and scripts, and I actually visited there
yesterday. But with the talks I have had with them they want to move to the
new stuff when their timetables allows it. I/we need to properly first port
existing code into 2.0 and have a solid working build on linux before they
can jump along. But knowing the guys there and the code they are working
with, this will be a trivial max day per module port. It took me 10 minutes
on some modules to have a working 2.0 plugin from old module code :P

I can tell everyone aswell that the dreaded code port from tundra to tundra
2.0 is very very simple and minimal work for the benefits you will actually
enjoy once its done. I haven't ported JavaScript or python yet, but I cannot
see more than search and replace stuff and some minor things with the new
math lib that you will need to learn. So I encourage people not to fear
this jump too much even if the talks were controversial here at some point.
I might have been the most afraid how much our company code will have to be
changed, but now I see no problems :) If you have probs please use the
mailing lists, we are here to help.

Long live 2.0!

P.S. But as you said propably good to wait for our first rex release, we
will do that once we get things sorted out. That might take some weeks
though as everyone is on holiday and I cant make decisions alone even if I
am the windows release master.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 9:46 PM, ilikia t...@ee.oulu.fi wrote:

 Thanks again, I'll look at it next week. Might even try to think about
 what kinds of methods the new tundra.py module would need.

 On Jul 22, 9:25 pm, Jonne Nauha jo...@adminotech.com wrote:
  Alright Ilikia I committed my stuffhttps://
 github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e...
 
  https://github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e..
 .Please
  do read the commit msg and understand i did not test this yet. You may do
  that if you check out our tundra2 branch like instructed earlier. I don't
  have time to test and finalize it now :) But it builds now. One thing I
  changed is the python '_naali' import to '_tundra'. So we need to make
  tundra.py that does the equivalent things as naali.py before (provides
 all
  the nice funcs and APIs).
 
  Best regards,
  Jonne Nauha
  Adminotech developer
 
 
 
 
 
 
 
  On Fri, Jul 22, 2011 at 8:08 PM, Jonne Nauha jo...@adminotech.com
 wrote:
   Actually we have discussed this with Jukka from Ludo (and with Toni for
   many years moving sources to /src). What was discussed with Jukka
 before he
   left for summer holidays was the SDK vs. app level split being more
 strict.
   I have only done initial steps to do this separations. And
   I acknowledge that after everyone gets back things might still change,
 so
   its been on my mind.
 
   The idea Jukka had was to move the application layer to a different
 repo,
   that would then be fetched as a git submodule on top of the SDK, or
 even
   just pointing TUNDRA_SDK_ROOT to the app layer build system (this would
 be
   optimal imo). And the work I have been doing now supports all those
   possibilities once we decide something concrete.
 
   P.S Yeah dont spend too much on code, have a nice holiday ;)
 
   Best regards,
   Jonne Nauha
   Adminotech developer
 
   On Fri, Jul 22, 2011 at 6:44 PM, Ali Kämäräinen stinkfi...@gmail.com
 wrote:
 
   The new math classes are not currently exposed to Python. The math
 classes
   are not QObjects, nor will be afaik. The QScriptBindings bindings
 generator
   (found in JavascriptModule) 

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
I did some more work for python
https://github.com/realXtend/naali/commit/b2a25515c384e53bd5c6382bec541711edd2948c

New tundra.py that you import and use the core APIs:
https://github.com/realXtend/naali/blob/tundra2/bin/pyplugins/tundra.py
New apitests.py that you can run using Tundra.exe --pythonapitests to verify
everything works:
https://github.com/realXtend/naali/blob/tundra2/bin/pyplugins/lib/apitests.py

I'm quite pleased how clean I got the main PythonScriptModule.cpp
https://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/PythonScriptModule.cpp
Gutted
it from  almost 3000 lines into 600.
The python side is now missing the modulemanager.py implementation (the
circuits one), but that seemed to be full of legacy things as well. I think
we will see how we implement that in the new things. I guess many people
liked doing those Circuits.Component or did they? I mean now that we have
the FrameAPI you can get frame updates without the whole
modulemanager/circuits doing it for us. I think it could be enough if we
just implemented a thing that loads startup .py plugins just like the js
ones are defined now aswell in the startup config (see here
https://github.com/realXtend/naali/blob/tundra2/bin/viewer.xml) Imo we
should just make python script loading with the same system and forget all
the rest. We will see what toni thinks when he gets back from holiday.

Todo for PythonScriptModule:

   - .py plugin load system on startup
   - Expose new math lib to python (at least what EC_Mesh, EC_Placeable etc
   require for full functionality).
   - Possibly make a system for exposing classes outside PythonModule to
   PythonQt so that it does not have to link to everything. I'm not really sure
   how this can be done. Either PythonModule needs to link to everything vital
   or other stuff needs to link to PythonQt or something. I guess the first
   option is much better.

Best regards,
Jonne Nauha
Adminotech developer


On Sat, Jul 23, 2011 at 12:00 AM, Jonne Nauha jo...@adminotech.com wrote:

 That would be helpful if you can give concrete use cases. But I recon youll
 do mighty well if we just expose all the SDK APIs and the full chain of
 scene - entity - component - attribute. The problem with the old python
 module is that there are all kinds of special getters and setter and own
 magic how to access things. We must fix this and make it similar to C++ and
 JavaScript, all languages should access things in Tundra with same calls to
 framework objects/APIs.

 Tundra 2.0 is just a name/version, it could be as well Tundra 1.1 or 1.5.
 It just means we are making big changes, just look at the version number.
 Meaning that when you start working with the 2.0 SDK you should already know
 that you might need to port some code lines to newer calls etc. :) I can't
 say for everyone but we at Adminotech want to move to 2.0 full time, we
 think its a step in the right direction. So far what I have seen, 2.0 brings
 alot of nice new features, polishes the code that was already there, removes
 years of legacy code and cruft that we really don't need. I am confident
 once people get to see the new stuff they will be happy to move along. The
 advantages for developers are huge, easier code base to work all around. So
 when Qt releases 4.8 I don't think anyone there still works on 4.7 or 4.6
 versions of the code base, so I dont see a reason for us to do so either :)

 CIE has their own c++ code and scripts, and I actually visited there
 yesterday. But with the talks I have had with them they want to move to the
 new stuff when their timetables allows it. I/we need to properly first port
 existing code into 2.0 and have a solid working build on linux before they
 can jump along. But knowing the guys there and the code they are working
 with, this will be a trivial max day per module port. It took me 10 minutes
 on some modules to have a working 2.0 plugin from old module code :P

 I can tell everyone aswell that the dreaded code port from tundra to tundra
 2.0 is very very simple and minimal work for the benefits you will actually
 enjoy once its done. I haven't ported JavaScript or python yet, but I cannot
 see more than search and replace stuff and some minor things with the new
 math lib that you will need to learn. So I encourage people not to fear
 this jump too much even if the talks were controversial here at some point.
 I might have been the most afraid how much our company code will have to be
 changed, but now I see no problems :) If you have probs please use the
 mailing lists, we are here to help.

 Long live 2.0!

 P.S. But as you said propably good to wait for our first rex release, we
 will do that once we get things sorted out. That might take some weeks
 though as everyone is on holiday and I cant make decisions alone even if I
 am the windows release master.

 Best regards,
 Jonne Nauha
 Adminotech developer


 On Fri, Jul 22, 2011 at 9:46 PM, ilikia t...@ee.oulu.fi wrote: