Horde3D

Next-Generation Graphics Engine
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PostPosted: 03.06.2012, 01:50 
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Joined: 03.06.2012, 01:41
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Hi I would like to know if there is a up to date roadmap for horde3d.


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PostPosted: 04.06.2012, 08:58 
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Joined: 13.11.2007, 11:07
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Location: Germany
Next step would be focusing on GLES support and Android and IOS examples.


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PostPosted: 20.09.2013, 10:35 
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Joined: 08.01.2008, 14:57
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I think it's time to write down a new roadmap plan for the next planned releases.

Something like:

Horde3D 1.0.0
    * OpenGL ES2 backend.
    * Improved animation API.
    * Other bug fixes.

Horde3D 1.5.0
    * Direct3D 11 backend.
    * Other bug fixes.

Horde3D 2.0.0
    * Moving scene graph to utility lib.
    * Model resources.
    * Other bug fixes.

Each final release could be composed by multiple-stage releases (i.e. alpha -> beta -> release candidate).

I also propose to edit the out-of-date roadmap page on the wiki to point at the milestones page of the official GitHub repository (that we need to populate).


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PostPosted: 20.09.2013, 12:38 
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I agree with the plans for 1.0.0
But before this can be released, a working example for all current samples (terrain,chicago and knight) on Android and IOS are IMHO mandatory. So there's still a lot to do regarding shadows and fallbacks in case of no floating point, depth texture support or shadow samplers.


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PostPosted: 20.09.2013, 16:15 
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Yes, of course these basic samples are mandatory.

If you agree you can add a new "1.0.0" milestone to the GitHub repository so we can start to assign issues to it (well, only you have the rights, in reality) .


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PostPosted: 30.09.2013, 15:05 
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I moved the old community roadmap to a new page called Community Roadmap deprecated, while the official page lists now a cleaner status of current development focuses:

http://www.horde3d.org/wiki/index.php5? ... ty_Roadmap

Feel free to post here your comments and suggestions about improving it.


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PostPosted: 30.09.2013, 15:29 
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Joined: 21.08.2008, 11:44
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Regards to the 1.1.0 release, doesn't double precision variables support require a new OpenGL4 backend? Or is it going to be done through some OpenGL extensions wizardry?


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PostPosted: 30.09.2013, 16:22 
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You're right.

My point was that also DirectX 11 supports them, according to this page:

http://rastergrid.com/blog/2011/10/open ... -from-over

BTW, I changed the page with a new milestone (1.2.0) with OpenGL4 backend and support for double precision (on both OGL and DX).


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PostPosted: 01.10.2013, 08:29 
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Joined: 28.12.2010, 21:38
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Location: Wilkes, Barre Pa
The road-map looks good except "Direct3D 11" hardly any games even use DirectX anymore with the exception to Windows and Xbox only games. other than that everyone uses OpenGL.

I would focuses on ..
    GLES.
    Different Types of Scene-graphs.
    Shaders.
    More work done on the Blender Exporter.


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PostPosted: 01.10.2013, 12:34 
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Well, Windows (also on mobile devices) it's a big piece of the cake (note: I'm a Linux user)...

BTW, the reason is that the DirectX 11 renderer is already working in progress by attila, so it's a good idea to not waste his efforts.


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PostPosted: 04.10.2013, 12:45 
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I'm also thinking if, maybe, it's better to plan a 1.0.0 (final) release only with the current API and renderer (>OpenGL2) to provide a basic release for the current Horde3D-based applications (which requires simply something official, stable and with all the fixes contained in the old community svn repo to link to).

After this basic milestone, we can safely continue adding new renderers or doing big changes to the engine structure. This also allows us to release often with quite atomic changes between releases, providing a better development work-flow.

What do you think?


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PostPosted: 04.10.2013, 13:16 
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I aggree. I discussed that with marciano several month ago. He didn't want to release Horde3D as a "final" 1.0 because he wanted to improve several things before making a final release.

After all I think because of the lack of time, it would be better to have a stable 1.0 release based on the current state and let the community add new fundamental changes in a new development repository based on git (as we already started now). I will then try to merge nearly every pull request into that development branch. If development settles and the state becomes stable and compilable on all supported platforms again, we can release a new version (in the release branch, as well as on SourceForge file downloads).


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PostPosted: 04.10.2013, 13:57 
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Changed the roadmap, accordingly.

Now, before the final 1.0.0 release, I think we should make a call for a in-deep bug testing.

BTW, we don't really need a "releases" branch on GIT, we already have the tag system (at the end, a release is simply a specific revision, fixed in time, of the repo tagged with a name).


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PostPosted: 04.10.2013, 14:31 
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I thought there should be a branch that always have the latest bug fixes for the current stable release, that what the releases branch was created for, shouldn't it?


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PostPosted: 04.10.2013, 16:41 
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Joined: 30.09.2010, 03:06
Posts: 21
Have you read about "git-flow" is only something about how to organize tags (you can do it without the extension, is only organization)


For example:

Production branch: default
Development branch: develop

Feature branch prefix: feature
Release branch prefix: release
Hotfix branch prefix: hotfix
Version tag prefix: -----


http://nvie.com/posts/a-successful-git-branching-model/
https://github.com/nvie/gitflow
perhaps http://danielkummer.github.io/git-flow-cheatsheet/

(by the way, and for the one that like to know, this "model/organization" was also migrated to a mercurial extension)


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