[sldev] What's on my plate
Dzonatas
dzonatas at dzonux.net
Fri Jul 27 14:11:01 PDT 2007
Here is a quick status with everyone, so they know where I'm at lately:
...from the bottom-up:
* SCons scripts: rewrite, integration to building everything (libs,
statics, newview, servers, etc) - reason: part of previous project but
now needed to overcome ISO compliancy with builds that'll help solve
issues we've seen exploited by Vista. ISO compliancy is also needed for
plug-in APIs else they fail like we have seen. This is tediously taking
up lots of my time right now to test builds.
* Sandbox builds: QA & repository. The plans with the scons scripts are
to help with this process, so that everybody can easily work on the same
branch or at least make cloned builds.
* Binary plug-in: Evolve LLDynamicSharedObject with current roadmaps for
low-level APIs. This is not the same as the higher-level plug-ins, but
"binary plug-in" is an appropriate name for the feature.
* llviewersse2: the first binary plug-in (besides llkdu). Holds various
optimized classes. Right now just llviewerjointmesh, but I already have
plans for a new OpenJPEG interface.
* OpenJPEG: Separate from SSE2 optimizations, I plan to experiment with
Intel's Threading Building Blocks here to allow the tiles to decode
under multiple threads and benchmark the results
* Sculptie importer: VWR-1110 is the start but this will move to a
binary plug-in. There are too many features in demand, so I want to
quickly evolve this to use scripts instead of being hardcoded as just a
binary plug-in. That way others can extend the features easily.
* Shadows: Instead of jumping right into a real-time renderer, allow a
feature to bake textures in-world, first. This will probably be tied
more with the sculptie importer as scripts.
* Real-time renderer: a binary plug-in yet to be started but with TBB
this makes a great way have scenes beyond simple lighting and shadows. I
have a few open source models that I have analyzed and to follow foot.
Even if the real-time renderer I make is not widely used, it will help
evolve the plug-in layer for other renderer options or at least for
those more dedicated to graphics programming than me.
* Client-side Scripting Engine: Python would solve the immediate need
plus Blender is already integrated with python. I have my own VM that I
would love to evolve further in-world and have been working on it slowly.
See my wiki page for other bits. There is a lot more I want to do, but I
don't want to appear so random like a project whore.
Cheers!
--
Power to Change the Void
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