Re: [Plib-devel] PLIB developers needed.
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From: Gil C. <g.c...@ca...> - 2000-08-09 05:07:11
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At 09:41 PM 8/8/00 -0500, you wrote: >I'm feeling severely swamped by the amount of PLIB stuff that's heading >my way recently. There have been a lot of really good things offered - but >I just don't have time to fit them all in. Dave is doing great work - but >we really need a couple more people just like him! > >There are a couple of hundred people subscribed to the various PLIB mailing >lists. Would anyone else like to step forward as an active developer >(with CVS write access) ? (Casts eyes down, scrapes toe in dirt, rubs back of neck) Ahem, yes. I won't try to make excuses for where my commitment has gone, other than to point you guys at another "interesting" project called matterial, a compositor/non-linear editing system for Linux. It's early days at the moment, but have a look at http://matterial.sourceforge.net/ if you're interested. I did promise great things with VRML import/export which never got finished. I guess I should commit to doing some more work on that, plus other things as required. The McClurg dynamo has part of the VRML work done for Blender, but my lex/yacc stuff is probably a more general solution. There's also a chance that I will be making use of PLIB - more specifically SSG - for some new work here at CSIRO, so I might have a "real" reason to work on it soon. Basically, I've been trying to find a commercial scene graph toolkit which is fully supported, and works across NT and Linux. Pretty hard thing to find - a lot harder than I thought it would be: * Open Inventor doesn't really do what we need, and is Yet Another Dead Scene Graph * OpenGL Optimizer is even deader than Inventor * Viskit would be great if Paradigm decide to start supporting it again - and if it ran on Linux. * R3 Vis Corporation's RM Scene Graph isn't shipping yet, and Open RM is a little unknown * Iris Performer is great, but no chance of ever running on NT while SGI still exists :-) SSG looks pretty good in comparison to this bunch, so it's really in *my* interests to help keep it going. FWIW, my most likely use for SSG is for a terrain system for flythroughs of large scale mining models. Lots of textures, lots of hi-res meshes, lots of problems... My most likely addition to SSG for my work here is a CLOD system, whether it be quadtree, ROAM, VIPM or something else. My biggest concern is that I might not be allowed to contribute my source back because of IP restrictions on our research. So what else is needed at the moment? Perhaps something which isn't quite work-related might be good :-) Regards, Gil |