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Offline Benjamin  
#1 Posted : Wednesday, September 7, 2011 5:14:16 PM(UTC)
Benjamin

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If anyone cares, this is my order for testing content with the new ContentManager Tool, more details will follow on http://DeltaEngine.net/Wiki.ContentManager
Not sure how far I will get this week, but there is still time for v0.9.0 ^^ and most of the content importers, processors and exporters will continue to be developed in the upcoming years Blink

Edited by user Wednesday, September 7, 2011 5:15:57 PM(UTC)  | Reason: Not specified

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Offline modular  
#2 Posted : Wednesday, September 7, 2011 11:40:16 PM(UTC)
modular

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Wow, that's what I call heavy brainstorming! Smile

Any ideas how to utilize work from the open source community?

There's a chance that while developers get DeltaEngine in their hands, they will start to develop libraries of currently "missing" features (i.e. collision detection). It seems normal that it can happen eventually, but it must not be the de-facto solution.

I mean that the existence of several identical libraries (i.e. CommunityCollisionLibrary, SuperJohnCollisionLibrary, OfficialDeltaEngineCollisionLibrary) for every single task (Audio, Rendering, Physics, System, Graphics, Texture) will make things very complicated. It would be wise for the DeltaEngine team to welcome all this community effort, support it to make it thrive, and maintain it at it's best. This is the idea of the "Framework" in comparison to "Gems" (like in Ruby), in one hand you get all the features unified and be sure they work and on the other hand you get an ocean of libraries and get a bit "lost" tracking the status of all of them and updating each and everyone individually.

I think that you guys in MobileBits know better what to do next, anyway this is just an idea I throw around, not something like a formal statement.BigGrin

Cheers! ThumpUp

Offline Benjamin  
#3 Posted : Thursday, September 8, 2011 12:43:24 AM(UTC)
Benjamin

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Good questions. We will have a release each month at http://DeltaEngine.CodePlex.com

Now everyone can take this version and start developing their game or application. They might also consider helping out with some libraries or integrate their own libraries, etc. This is what we want (unlike most projects on CodePlex or many other sites were only the internal team does some work). These changes will be merged back monthly by us, which will probably take up most of our time in the future (cleaning up code, making sure it all works fine on all platforms, etc.)

Even right now we have many different modules for each namespace of the delta engine (multimedia, graphics, input, rendering, etc.) and while you can sometimes use several and mix them, you will stay with the defaults most of the time. And even if you decide you like for example DirectX 11 better, you just have to change the graphics module setting and the rest can stay the same. It is even easier for physics modules or input modules, you don't need to recompile, just change a setting for your project and now you are using some other physics engine.

Having lots of choices is actually what we think is most useful for most developers and what is really different from most other solutions where you have exactly one choice and if it does not fit you, you are mostly out of luck because it can't be changed or is very hard.

To let things stay easy enough for the beginners we will provide the most stable and basic features as the default settings, which means it just works, but it won't be the latest greatest thing (we don't have to expect that every student now can create Crysis2 ^^).

Last but not least: Yes it is true that it takes a lot of time to implement and test all libraries, but most work is not actually supporting something like PhysicsEngine X or Y or adding support for Kinect via some SDK. It is way harder to find a common interface that works on all platforms and devices and provides enough flexibility to do what you want (I always say this is 10 times harder and takes 10 times longer). But once this work is done it is relatively easy to add more and more libraries. We also think adding libraries, adding missing rendering features and especially creating tons of open source games is what the community can do best (way more people out there than our small team).

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