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Re: [K-3D dev] K-3D future
From: |
bondpaper |
Subject: |
Re: [K-3D dev] K-3D future |
Date: |
Wed, 25 Sep 2002 13:01:44 -0600 |
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Romain Behar wrote:
Well, all comments show that K-3D still has its place
as a modeler on the Free Software scene.
3D, in my opinion, is one of those areas for which there will be no
'perfect' solution, just different ways of dealing with it. Blender has
its way of doing this, and I'm sure that that time it was initially put
into service, it met some very real needs, albeit with a very limited
audience.
One of things I *still* find impressive is the way that NaN built and
maintained the Blender community. If an objective of the k3d project is
to build a community of interested users, it might be of value to look
at NaN's m.o. as a model. Wings3D is also experiencing some success in
this area. The one thing that I think sets these community-oriented
efforts apart is that they have community facilities: a dedicated web
site with galleries, discussion areas, news, etc. The discussion areas,
galleries, a mechanism for highlighting exceptional work from users, and
regular participation on the part of the developer(s) are probably the
most important of these.
To answer questions that were left unanswered in the
past few weeks (I apologize for not posting as often
as I would; be assured that you don't talk to
yourself!), I'd say:
- `make check` does fail, this is not a feature :)
the tests haven't been maintained for months
Ok - I thought there might be some connection between the failure of
these and the frequent crashes.
- there are critical bugs with materials due to
unfinished changes in shaders handling
I've been looking at various ways to generate documentation that
generate a cross reference for the K3D code. Does such documentation exist?
- import/export function for Blender will be of
importance when the format specification is released
(POV 3.5 export has been on my mind for a while)
Blender can already export to VRML (1.0) and dxf (I'm not convinced that
either of these are 100% reliable), and there might be python scripts
that allow other formats as well. Blender doesn't have a format
specification per se - from what I understand, a Blender file is
essentially a memory dump. Both changing the file format to one that is
more accessible (a text-based ML of some kind) or writing an API have
been suggested, but I have no idea where this will be headed.
- an OS X port of K-3D will depend on developers
doing the compilation, whether it's possible depends
on the GTK availability on this platform
- sorry for other unanswered questions, feel free to
post to the mailing-list
K-3D is currently built on GTK 1.2 based library
sdpGtk (bundled with K-3D). The first goal is to
switch to GTK 2.0; there are several ways to do it
(using different libraries). The first and obvious
way, is to port sdpGtk to GTK 2. The second one is to
port sdpGtk to GTKMM 2.0, which is the official C++
wrapper around GTK 2; this is the most difficult one,
since it involves quite a lot engineering if we want
to keep the dynamic XML-defined GUI, � la
libglade. The third one is to rewrite the GUI part
using GTKMM 2.0 and libglademm (IMHO, this is by far
the worst one since it yields lots of library
dependencies: GTK 2, GTKMM 2, libglade, libglademm,
etc). The last one (and my favorite) gets rid of
sdpGtk and the dynamic GUI to make a GTKML-free
application based on GTKMM 2.
I've been studying GTKMM 2. I've also been looking at GLOW, which is an
openGL-based toolkit. OpenGL has the advantage that it's very portable.
Another matter is splitting completely the 3D engine
from the GUI (P. Christeas), to have a commandline
application creating or modifying 3D scenes using
scripts. This might be useful to make automatically
generated animations, but I wonder how many people
would need such product or whether this already
exists. Some changes went toward separating tool
algorithms from the tools themselves, since the same
modifiers works for the tool and its animated
counterpart. A stand-alone engine might be a good
thing.
It is my feeling that the more you separate the engine is from the
actual interface, the more options you have in terms of being able to
interact with it.
Regards,
Tom
Cheers,
Romain
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