>>>> � � � � Hi,
>>>>
>>>> � � � � we had a semiofficial(*)
realXtend association board meeting
>>>> � � � � yesterday, mostly to discuss and
organize further planning on
>>>> � � � � development roadmap for the new
year.
>>>>
>>>> � � � � My full notes are on-line, main
point summarized here: We
>>>> � � � � decided to plan work on two
fronts, creation tools and
>>>> � � � � pipelines coming as a new primary
focus. The other area is the
>>>> � � � � tech platform & engines topic
which was already worked on a
>>>> � � � � lot last already (the realXtend
roadmap doc from last spring
>>>> � � � � discusses the three areas there,
i.e. current Tundra, browser
>>>> � � � � based clients and the Mobile
Tundra unified light client
>>>> � � � � idea).
>>>>
>>>> � � � � For the creation tools and
pipeline we agreed to gather
>>>> � � � � wishes, requirements and
development proposals and meet again
>>>> � � � � on Thursday next week (17th) �to
put together a plan.
>>>> � � � � Ludocraft made one report on this
already ages ago, they�ll
>>>> � � � � check if parts of it are still
valid. Francois will talk with
>>>> � � � � Matteo and Francois from
Spinningwire and ENER labs.
>>>> � � � � Adminotech has some concrete
needs, I think largely coming
>>>> � � � � from VW use in education. I think
Evocons at least can tell
>>>> � � � � what they need in their work with
the building industry.
>>>>
>>>> � � � � You, anyone, can also use this
chance to inform the planning:
>>>> � � � � what would you need to be able to
create applications, worlds
>>>> � � � � or whatever with realXtend
better, or is that even a
>>>> � � � � bottleneck for you now? Even
vague ideas are welcome but the
>>>> � � � � more concrete a plan the better
of course.
>>>>
>>>> � � � � Some things discussed in the
meeting: more example assets for
>>>> � � � � e.g. use of different materials /
options of the SuperShader,
>>>> � � � � creating a new shader library.
Better scene/ec editor with
>>>> � � � � grouping etc. A question: is
tighter Blender integration, for
>>>> � � � � example with live material
preview with a Tundra window as
>>>> � � � � demonstrated by blender2ogre, a
good way to author or is
>>>> � � � � something else better?
>>>>
>>>> � � � � The full notes with some
additional points are in
>>>> � � � �
https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit
(not too structured, sorry).
>>>>
>>>> � � � � I think we can use this mailing
list / google group to gather
>>>> � � � � ideas and discuss, but am also
interested in more structured
>>>> � � � � ways. For example
getsatisfaction.com has seemed nice
for
>>>> � � � � working on feature requests, I
think I saw Kitely using that
>>>> � � � � long ago and tested creating a
realXtend account there too,
>>>> � � � � but I don't have any real
experience on using that or any
>>>> � � � � other similar service. Github
issues serve well for actual
>>>> � � � � todo items and feature wishes too
but I don�t think it suits
>>>> � � � � this kind of requirements
elicitation. Am open for
>>>> � � � � suggestions, either here or
privately.
>>>>
>>>> � � � � Finally, I�d like to explain a
bit the rationale for the focus
>>>> � � � � on creation tools as how the
common interest focused there
>>>> � � � � surprised me. I have earlier
thought that there is a big
>>>> � � � � divide between a)professional
creators and b) supporting easy
>>>> � � � � end user content creation. Basic
realXtend offering, e.g. the
>>>> � � � � Tundra SDK and the little WebGL
and Flash clients, target
>>>> � � � � professional creators -- people
who are comfortable with
>>>> � � � � normal 3d modeling and
programming etc. More Second Life or
>>>> � � � � Facebook style end user creation
are implemented in custom
>>>> � � � � applications, for example the TOY
content tools which are a
>>>> � � � � now a part of the Meshmoon
offering, Cyberslide where you can
>>>> � � � � just create a scene from your
Powerpoint slides, or
>>>> � � � � Ludocraft�s sandbox. But
yesterday the common understanding
>>>> � � � � was that there are many things
that we could do to help both
>>>> � � � � professional creators and
services with user created content.
>>>> � � � � Ease of creation is of utmost
importance in professional use
>>>> � � � � as well as it of course affects
both the quality and
>>>> � � � � especially the cost duration of
projects. Also we figured that
>>>> � � � � work on creation tools is
relevant in any case, no matter
>>>> � � � � whether we end up using Ogre,
some other native engine, or
>>>> � � � � WebGL more in the future.
>>>>
>>>> � � � � so here�s a starting point for
the year!
>>>> � � � � ~Toni
>>>>
>>>> � � � � (*) not everyone in the board
could participate yesterday, so
>>>> � � � � we postponed some administrative
bureaucracy for a later
>>>> � � � � meeting and focused on the dev
planning work