RE: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread toni
A couple little hopefully clarifying points:

 

I think what Peter meant with porting and Jonne with rewriting is the same 
thing.. taking ideas and implementing them on Tundra, i.e. porting to Tundra. 
Possibly abstract logic code could be reused within some functionality, for 
example in a camera animation math code or game AI logic rules or so. Benefits 
of Tundra being reportedly nicer arch and code structure, ECs vs. using 
inheritance hierarchies for the functionalities etc .. the core mechanics on 
which the features would be rewritten. It sure is encouraging and nice that an 
outside evaluator who has studied sources of both softwares makes that proposal 


 

About reX scope  Tundra Core etc: certainly we are not changing the definition 
of Tundra core, fancy editors and asset libraries etc. are definitely not part 
of the core (as in the core APIs, ‘the purple box’, the non-optional parts of 
Tundra SDK) and at least if they are large or custom, not part of the SDK and 
the default distribution either. 

 

In an extreme case, if we’d decide to pursue a complex e.g. a 
one-click-app-creator within realXtend, it could well be e.g. a separate 
project with an own repo and all .. for example an optional Tundra plugin which 
could be bundled in some ‘creator release’, but which would not be necessary in 
a minimal end user client used to visit scenes. A port of Ogitor to be a Tundra 
plugin would certainly fit in this category I think, as a fork tracking the 
original Ogitor repo perhaps.

 

I just want to keep it clear how realXtend assoc. activities and Tundra core  
SDK scope can be different things, it is up to us to decide where we think 
cooperation and some common public effort would be most useful.

 

That said, in the meeting I found that shaders were one concrete 
content-centric topic which seems nice and simple, and which can help almost 
everyone to create more things easier. The current SuperShader and other 
bundled shaders for e.g. the parallel split shadows etc. are in all releases, 
are basically always assumed to be there, is ‘core’ in that sense (whereas 
technically they are more just arbitrary scene content) -- if there are clear 
needs for improvement in that department it could make a nice little project. 
Of course they don’t help anything alone, if no one knows how to create a new 
scene or app, but as one piece for the puzzle. One relieving point about 
shaders is that they are at least somewhat engine agnostic, AFAIK same GLSL can 
run in Ogre and WebGL and whatever other engine (well, at least when using 
opengl.. but that’s a different discussion).

 

I’d like the creation focused track to continue as planned, with Ludo and 
Spinningwire/ENER etc. art folks gathering requirements for their professional 
work etc., and Admino informing about your needs. BTW Jonne it was originally 
Tommi from Admino who said that new content examples and something to help 
content creation would be the most important thing for reX now 

 

But definitely docs and tutorials etc. are so important, obviously related to 
ease of creation too, that must be top priority. I don’t know yet how to 
organize that work but I think will talk with Kari, perhaps he has ideas how to 
get some funded doc project going. Last year I tried to get some university 
folks at the dept. of information processing sciences (software engineering 
etc) who work with people in the informatics department (library etc folks on 
the humanist side) to do some reX document work but haven’t heard anything 
back. Perhaps useful for long term, but for a quick fix we need something 
simpler .. a little project for some company and/or just doing more tutos and 
docs in our free time.

 

~Toni

 

From: Jonne Nauha
Sent: ‎January‎ ‎9‎, ‎2013 ‎11‎:‎11‎ ‎PM
To: realxtend@googlegroups.com
Subject: Re: [realXtend] reX assoc board meet: focus on creation tools


you point to code/sceenshots to get some kind of idea? I doubt there is any 
porting to be done, its a completely different beast without all of our 
dependencies/libraries/frameworks. Features/ideas can be copied (if they apply 
to the Tundra idelogy) but they will probably need to be rewritten from 
scratch.


I think we can however agree rex project should focus on documentation and 
examples (both c++ and javascript). Content creation tools can also be on the 
table, but as we have talked numerous times (in the issue tracker) Peter it 
might not be in the Tundra SDK scope to have fancy editors and ship certain 
kinds of 3D assets with it. Maybe we need to adjust that purity goal, I don't 
know. I would like to see the assets at least in a different repo if this 
happens and move /bin/scenes and parts of /bin/media there too.




I think many of the end user problems with Tundra come from that we are a very 
programmer oriented thing. You can't do much with Tundra if you don't know how 
to code or are willing to look at some headers. This can partly be solved with 

RE: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread toni
Hi, just for info that I edited the notes from the meeting to be clearer, 
structured a bit and set headings for sections etc. - also added the note about 
focus on game dev which was discussed here.

 

Separated background discussion etc. from actual decisions more clearly.

 

~Toni

 


 The full notes with some additional points are in
https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit

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

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread Nexii
Hi,

Been following this conversation with some interest as I am one of those people 
waiting until documentation (and fancy editors) catch up. 

Recently came across this useful article on open source efforts for 
documentation and developer/user engagement: 
http://coding.smashingmagazine.com/2013/01/03/starting-open-source-project/

Hope it helps sharpen direction just as it has done to me.


Regards,

Nexii Malthus

On 10 Jan 2013, at 16:45, t...@playsign.net wrote:

 Hi, just for info that I edited the notes from the meeting to be clearer, 
 structured a bit and set headings for sections etc. - also added the note 
 about focus on game dev which was discussed here.
  
 Separated background discussion etc. from actual decisions more clearly.
  
 ~Toni
  
  The full notes with some additional points are in
 https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit
  
 -- 
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

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

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread Jonne Nauha
We have done some more documentation for Meshmoon. It's not exactly
realXtend Tundra but most of the things in the tutorial videos etc. are the
same as you would do them with a basic Tundra.

Docs: http://doc.meshmoon.com/
Developer doxygen (applicable to Tundra): http://doc.meshmoon.com/doxygen/
Tutorial videos: http://www.youtube.com/user/Adminomedia

Just as a hint if you are looking into this now. Unfortunately I doubt
we'll get anything concrete on rex documentation side in a while :I

Best regards,
Jonne Nauha
Adminotech developer


On Thu, Jan 10, 2013 at 8:15 PM, Nexii nex...@gmail.com wrote:

 Hi,

 Been following this conversation with some interest as I am one of those
 people waiting until documentation (and fancy editors) catch up.

 Recently came across this useful article on open source efforts for
 documentation and developer/user engagement:
 http://coding.smashingmagazine.com/2013/01/03/starting-open-source-project/

 Hope it helps sharpen direction just as it has done to me.


 Regards,

 Nexii Malthus


 On 10 Jan 2013, at 16:45, t...@playsign.net wrote:

 Hi, just for info that I edited the notes from the meeting to be clearer,
 structured a bit and set headings for sections etc. - also added the note
 about focus on game dev which was discussed here.

 Separated background discussion etc. from actual decisions more clearly.

 ~Toni

  The full notes with some additional points are in

 https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit

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

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


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http://www.realxtend.org