[GSoC 2013] When will it be merged into the Ogre main branch
Posted: Fri Sep 20, 2013 12:14 pm
When will the GSoC 2013 projects be merged into the Ogre main branch?
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I wish all the best to all GSOC mates this year! I've seen a lot of development info of some projects via twitter and also on the forum for the rest of projects, so crossing fingers! 5/5 passed projects would be awesomeduststorm wrote:Tomorrow is the official evaluation deadline. I think then we will know which of the projects have passed.
I am guilty of updating way more often on Twitter than the forums. Apologies to whom bird is not the word.Xavyiy wrote:I've seen a lot of development info of some projects via twitter...
This is still in discussion internally. We haven't yet made up our minds. I personally would probably vote for merging into 2.0 to finally get 1.9 marked as "stable" now and to let the GSoC changes mature a bit in the 2.0 branch.syedhs wrote:Slightly off-topic.. does official 1.9 wait for certain GsoC projects to be completed before it is released? 1.9RC1 has been released for quite some time...
I agree. There really should be a feature freeze now. 1.9 is in RC since quite a while, and the more features we are merging in, the more bugs are going to pop up naturally.spacegaier wrote: I personally would probably vote for merging into 2.0 to finally get 1.9 marked as "stable" now and to let the GSoC changes mature a bit in the 2.0 branch.
Any preferences from the community (with reasons please )?
I would split the results:spacegaier wrote:Any preferences from the community (with reasons please )?
I +1 this idea, including time frames. Maybe release 1.9 in the first half of October?Owen wrote:So maybe the aim should be for v1.9 to be *very soon*; v1.10 testing releases (i.e. traditional alphas) to follow up ASAP; aim to release in ~3 months time?
@Matias & Owen: How long until a industry ready 2.* version is out? I would say animation is a requirement. If it is 6+ months, then perhaps we should feature freeze 1.* later than 1.9. Maybe even feature freeze as far out as 1.11 or 1.12.I think 2.0s' gestation and testing cycle is going to be longer than most; after all, the changes are quite large; there are sure to be bugs.
At some point, yes they're gonna diverge a lot. But luckily right now they don't and in the short term it won't.holocronweaver wrote:In addition, I want to point out that the components and render systems are likely to increasingly diverge between 1.* and 2.*.
Agreed, we should only still focus some of our effort on 1.9 (or 1.10 or whatever) because it's the stable branch.holocronweaver wrote:Developer time and energy should be almost exclusively allocated to OGRE 2. Adding new features to OGRE 1.* should not be forbidden by any means, but it should be lowest priority except for mission-critical issues.
That's exactly how I feel too. I worked my ass as if I were in crunch mode for 3 months. That work can't go to waste. That's why I made the pdf (though Google forces you to, but I could have called it a day with the doxygen I make); because I want to make sure people will use it.holocronweaver wrote: OGRE 2 is the vessel of our hopes that will lure patrons to the shore, so we better make sure this dreamboat is seaworthy or else the whole enterprise could sink. I did not spend a whole summer scrubbing decks and greasing gears to see my love at the bottom of the ocean.
I would prefer keep going ala Blender. Blender wasn't industry ready in 2.50, nor in 2.51, not in 2.52 either, 2.53 "was something"; and started being "industry ready" at around 2.56 IIRC.holocronweaver wrote:@Matias & Owen: How long until a industry ready 2.* version is out? I would say animation is a requirement. If it is 6+ months, then perhaps we should feature freeze 1.* later than 1.9. Maybe even feature freeze as far out as 1.11 or 1.12.
That might be the timeline if you continued working solo, but remember that you have a whole team at your side! If we dole out tasks to volunteers and everyone does their part, we should have this ship sailing much faster. Not to mention the more eyes on the code the better. Just pull out your blueprint and point us where you need us.dark_sylinc wrote:As for time frames; implementing animations and whatever missing feature that I would like to for Ogre 2.0; it would take around 2 to 3 months full time; but I won't be working full time. It could take anywhere from those 2 months to 6 or 8 months. I recommend that in 6 months we perform an evaluation to start releasing Release Candidates (RC) with whatever we have at that time; unless it's extremely unstable/buggy or an awesome feature is close to be over.
In 12 months from here on we should have Ogre 2.1