Difference between revisions of "Roadmap"

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(Filter out a bunch of tasks we've finished since this list was last updated)
 
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''This is very incomplete at current but should give you a sense of ongoing work''  
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''This is the roadmap and brainstorm for development''
  
We are working to get a compiled version of Sirikata made available for 7/22/09
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==Assigned Tasks==
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* B scripter GUI (improvements to interface)
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* B/E V8 closures (fix storage of functions in v8 to save closure as well as function text)
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* E/J CDN support for music (serve music files as well as meshes)
  
==Sirikata content tools==
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==Ideas==
  
*version 0.01
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===Deployment===
*Anticipated release date: 7/22/09
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* Backups of OH data
  
General:
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===Demo World===
*<strike>save scene</strike>
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* Repository for world-specific scripts (avatar script, anything we expect to be in there by default).
*Tested and distributable on Windows
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* Build a nice demo scene, large enough to require some exploration to see it all.
*Produce Screenshots
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* Scripts for building into package (i.e. all the data required to support [[Sirikata URIs]]
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* Get a few good, tested avatars on the CDN and get the default demo avatar to use these simple animations well
  
Objects:
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===System Features===
*<strike>import</strike>
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* Space
*<strike>drag/drop on Windows</strike>
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** Physics improvements -- get avatars on terrain working well
*<strike>key/text input on other platforms</strike>
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** Generate collision event messages for objects, maybe based on subscription request
*<strike>local upload</strike>
 
*<strike>placement and scaling w mouse</strike>
 
*orientation (Dan and Patrick to talk)
 
*<strike>delete</strike>
 
*<strike>decent lights in scene.txt</strike>
 
  
===Features for a later deadline===
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* CDN
*Undo
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** Expose progressive meshes
*CDN Upload
 
*Object Placement, Orientation and Scaling
 
**text tweaking (scene.txt - key to reload scene file)
 
*object properties (for now, physics properties: collision, dynamics, hull type)
 
*Scene.csv format (Dan Miller)
 
**Convert from scene.txt
 
**Add grouping
 
  
Lights:
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* OH
*placement
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** Progressive mesh loading
*direction (kind of like rotation, but it would be much more intuitive to have them 'point' at a 3D location, perhaps using a selected object?
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** Improve Emerson storage -- make it much easier to interface and get a persistent object
*attributes (directional, specular, ambient?? whatever)
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** Improve object manipulation interface (could be in deployment specific code, i.e. under Demo World)
*Light trigger (off/on)
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** Object migration between OHs
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** Fix closures/provide full snapshotting (timers/register handlers/etc)
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** libmesh filters should not strip animations (eg. check if joints before collapsing two vertices).
 +
** Playing multiple animations at once (blend/interpolation)
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** Exposing physics collisions to Emerson.
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** Fix Gui isolation
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** Better OH connection failure handling
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** Reduce Emerson memory usage
  
MiTo Specific Object requests:
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===Documentation===
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* Storage tutorial
*Looped animation of translation
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* Sandbox tutorial
*rotating infinitely in a single direction
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* Getting started with demo, maybe just update getting started for users since a lot of steps can be avoided when someone provides the configuration for you.
*rotate 1 direction then return to origin loop repetition infinitely (like a hammer swing)
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* Simple demo videos showing how to join and interact with the world/other users.
*Scatter
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*select a series of objects and have them scatter from a central axis/point (explode effect)
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==Long-term Goals & Research==
*Cell or Bounding Box of a mesh coordinates and player coordinates sent out to OSC
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* Add audio support (purely OH-based to support, e.g. simple sound effects and local voice chat, then consider adding mixing support to the space server).
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* Load balancing objects across object hosts
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* Distributed physics -- extend physics to work with objects including boundaries
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* Mesh/object aggregation
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* Multicast
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* New transport abstractions targeted at VWs (e.g. last reliable)

Latest revision as of 22:47, 2 June 2012

This is the roadmap and brainstorm for development

Assigned Tasks

  • B scripter GUI (improvements to interface)
  • B/E V8 closures (fix storage of functions in v8 to save closure as well as function text)
  • E/J CDN support for music (serve music files as well as meshes)

Ideas

Deployment

  • Backups of OH data

Demo World

  • Repository for world-specific scripts (avatar script, anything we expect to be in there by default).
  • Build a nice demo scene, large enough to require some exploration to see it all.
  • Scripts for building into package (i.e. all the data required to support Sirikata URIs
  • Get a few good, tested avatars on the CDN and get the default demo avatar to use these simple animations well

System Features

  • Space
    • Physics improvements -- get avatars on terrain working well
    • Generate collision event messages for objects, maybe based on subscription request
  • CDN
    • Expose progressive meshes
  • OH
    • Progressive mesh loading
    • Improve Emerson storage -- make it much easier to interface and get a persistent object
    • Improve object manipulation interface (could be in deployment specific code, i.e. under Demo World)
    • Object migration between OHs
    • Fix closures/provide full snapshotting (timers/register handlers/etc)
    • libmesh filters should not strip animations (eg. check if joints before collapsing two vertices).
    • Playing multiple animations at once (blend/interpolation)
    • Exposing physics collisions to Emerson.
    • Fix Gui isolation
    • Better OH connection failure handling
    • Reduce Emerson memory usage

Documentation

  • Storage tutorial
  • Sandbox tutorial
  • Getting started with demo, maybe just update getting started for users since a lot of steps can be avoided when someone provides the configuration for you.
  • Simple demo videos showing how to join and interact with the world/other users.

Long-term Goals & Research

  • Add audio support (purely OH-based to support, e.g. simple sound effects and local voice chat, then consider adding mixing support to the space server).
  • Load balancing objects across object hosts
  • Distributed physics -- extend physics to work with objects including boundaries
  • Mesh/object aggregation
  • Multicast
  • New transport abstractions targeted at VWs (e.g. last reliable)