[Gtkradiant] 1.2 roadmap

Timothee Besset gtkradiant@zerowing.idsoftware.com
Sat, 26 May 2001 13:45:44 +0200

Good luck with your final exams.. you'll let us know what happens. I haven't
heard from rhino3d since they launched their CAD software (was it last year?).
Good to know they are still around. I was lucky enough to get contracted by
Id, so I can go on coding on Radiant and linux Q3 .. otherwise I would
probably have had to find another job too. That's why I'm trying to keep the
project as open as possible, because people come and go.. lately Spog became a
new and very active developer .. and djbob will probably start contributing

I began merging the Alpha branch into the trunk. There's no telling when I
will be done though. Might be a few days. After I commit that, everybody will
be able to grab it and compile/help fixing it. Merging is a very tedious work,
most of the time it breaks a bunch of things on the way.

As for a performance measurement tool, I think djbob is interested too.
Ideally this would be a plugin for Radiant. More realistic we'll prolly have
to put in some #ifdef on the way. Very roughly what it should do:
- block non-GL related stuff (i.e. kill console output during the test)
- perform and time a few operations, a full 360 rotation, or following a
defined path in a map
- output some statistics, average FPS, min/max, and dump info (GL info,
settings (flat, texture quality etc.), brushes count, patches, entities
rendering mode etc.


Pablo Zurita wrote:

> Sorry about the late response. I have been REALLY BUSY with school. We are
> in the last 2 and a half weeks of school so I can't afford to get a bad
> score in the last asigments. But after that we have a 2 month vacations!. I
> may try to get a work(I have been approached by Paraform
> http://www.paraform.com , and also by Robert McNeel & Assoc creators of
> Rhinoceros 3D http://www.rhino3d.com ) even if working for free, just to
> get experience and do put something in a curriculum :-)
> Ok, I will take care to do some code to get the FPS and some performance
> measurement stuff. About the plan, I still have to talk more with IO^Warp
> to see our approach and give a plan.
> Thanks all...
> ^Fishman
> At 03:27 PM 5/18/2001 +0200, you wrote:
> >Ok, 1.1-TA is finally out. Time to get the ball rolling on 1.2
> >
> >In the next few days I'd like to set up a page with a roadmap for 1.2.
> >This should summarize the main features we want to put in the next
> >release, and who is mostly in charge to make each of these things happen.
> >
> >There are a few things that need to be done first, and that's what I will
> >be dealing with next:
> >
> >- update the FAQ with correct info for GtkRadiant developers (new bug
> >tracker location, CVS instructions etc.)
> >
> >- update the GtkSDK zip. I will hand it over to the Gtk win32 developer,
> >see if he can do something with it.
> >
> >- merging the Alpha branch back into the trunk. The trunk will be our main
> >developement version from now on. Obviously merging is gonna take a while
> >and break some shit. Shortly after we have the merge done I will setup at
> >automated build system (or something similar) so we can have binaries
> >available online regularly.
> >
> >- I think Spog and ^Fishman are mostly interested by camera code /
> >rendering. Work at that level can be split into several tasks.
> >         - have a module to do performance measurements. For example hook
> > it into the main Radiant loop and have it walk around a path in the
> > level. Then get an average FPS. This is an essentiel validation to
> > wathever we do to the rendering.
> >         - plan the changes to the rendering code. Put the important
> > things on paper and describe how we can move from the current rendering
> > to a better approach.
> >
> >- modularisation of the editor core. This is partly written, needs to be
> >finalized and stabilized. Depending on a variety of things this will go
> >towards multiple games support etc.
> >
> >- mixing regular texturing and BP texturing. we are gonna go for XML as
> >the primary map format to get rid of all map corruption shit and crappy
> >parsing code. XML allows easier customization of the storage format and we
> >will work to mix regular texturing and BP as a proof of concept.
> >
> >Also, I'd like to maintain a page with "open tasks". That is TODO items we
> >believe are pretty self-contained and could be done by new contributors.
> >There's a bunch of the bugs in the tracker that fall under this category
> >already.
> >
> >That's a first draft .. I'm waiting for feedback ..
> >
> >TTimo
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