[GSoC 2015] Idea discussion thread

Threads related to Google Summer of Code
User avatar
c6burns
Beholder
Posts: 1511
Joined: Fri Feb 22, 2013 4:44 am
Location: Deep behind enemy lines

Re: [GSoC 2015] Idea discussion thread

Post by c6burns » Sun Feb 15, 2015 6:25 am

Could split PU into multiple tasks if necessary. At a minimum, multithreading at the Technique level for the Affectors. Then a modernized interface for particle systems via a new billboard system as dark_sylinc mentions.

I love PU with all my heart from the design perspective (THANKS SPOOKYBOO!!!), but its a real performance hog.

Also if you think Ogre takes a long time to compile now, wait till you see what would happen adding PU as a component :lol: It'd be unity build or bust
0 x

nickG
Greenskin
Posts: 122
Joined: Fri Jan 20, 2012 6:44 pm
Location: Russia,Moscow

Re: [GSoC 2015] Idea discussion thread

Post by nickG » Sun Feb 15, 2015 1:13 pm

i forgot:
-Tiled Based Deferred Shading
0 x

hydexon
Gremlin
Posts: 164
Joined: Sun Apr 14, 2013 8:51 pm
x 1

Re: [GSoC 2015] Idea discussion thread

Post by hydexon » Sun Feb 15, 2015 8:24 pm

nickG wrote:- Physically based rendering
- Deferred/forward+ render
- True volumetric lighting
- LPV
- Image Based Lighting
- SSAO Alghoritms(SSAO,SSDO,HBAO,HBAO+)


I chose Ogre3d instead BGFX for new version of my project
LPV and Image Based Lighting was an earlier 2011 GSOC Ogre3D project called "Modern Illumination Techniques" but never made merged to the Ogre repository, the repository is here. And BGFX is interesant and intent to grab some bits from them like Weighted, Blended Order-Independent Transparency sample and other more (Stencil Reflection).
0 x

nickG
Greenskin
Posts: 122
Joined: Fri Jan 20, 2012 6:44 pm
Location: Russia,Moscow

Re: [GSoC 2015] Idea discussion thread

Post by nickG » Mon Feb 16, 2015 10:09 pm

hydexon wrote:
nickG wrote:- Physically based rendering
- Deferred/forward+ render
- True volumetric lighting
- LPV
- Image Based Lighting
- SSAO Alghoritms(SSAO,SSDO,HBAO,HBAO+)


I chose Ogre3d instead BGFX for new version of my project
LPV and Image Based Lighting was an earlier 2011 GSOC Ogre3D project called "Modern Illumination Techniques" but never made merged to the Ogre repository, the repository is here. And BGFX is interesant and intent to grab some bits from them like Weighted, Blended Order-Independent Transparency sample and other more (Stencil Reflection).
I seen this repo,and used in my project...but LPV and IBL is not was made
0 x

User avatar
syedhs
Silver Sponsor
Silver Sponsor
Posts: 2702
Joined: Mon Aug 29, 2005 3:24 pm
Location: Kuala Lumpur, Malaysia
x 3

Re: [GSoC 2015] Idea discussion thread

Post by syedhs » Tue Feb 17, 2015 9:57 am

I think we should focus on completing the previous gsoc project which are greatly beneficial but still not ready for production.. otherwise what we have here are many excellent gsoc projects around, but unusable. No offense - they are all very good: projects, contributors and mentors, but finishing gsoc projects vs preparing it for production use can be very different. I am not sure where Google will allow that (polish project or making the api more friendly), but I would have it is so.
0 x
A willow deeply scarred, somebody's broken heart
And a washed-out dream
They follow the pattern of the wind, ya' see
Cause they got no place to be
That's why I'm starting with me

Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 2

Re: [GSoC 2015] Idea discussion thread

Post by Transporter » Sun Feb 22, 2015 9:01 pm

syedhs wrote:I think we should focus on completing the previous gsoc project which are greatly beneficial but still not ready for production.. otherwise what we have here are many excellent gsoc projects around, but unusable. No offense - they are all very good: projects, contributors and mentors, but finishing gsoc projects vs preparing it for production use can be very different. I am not sure where Google will allow that (polish project or making the api more friendly), but I would have it is so.
I agree to that. Where is the new resource system? PU is more a gsoc project for Ogitor.
0 x

scrawl
OGRE Expert User
OGRE Expert User
Posts: 1119
Joined: Sat Jan 01, 2011 7:57 pm
x 2

Re: [GSoC 2015] Idea discussion thread

Post by scrawl » Mon Mar 02, 2015 11:47 pm

https://www.google-melange.com/gsoc/org ... e/gsoc2015

No Ogre in there :| . Actually, it seems no 3d engines at all were accepted this year. I don't see CrystalSpace, WorldForge, or JMonkeyEngine in there either.

Unless you count Wine a 3d engine...
0 x

hydexon
Gremlin
Posts: 164
Joined: Sun Apr 14, 2013 8:51 pm
x 1

Re: [GSoC 2015] Idea discussion thread

Post by hydexon » Tue Mar 03, 2015 3:34 am

scrawl wrote:https://www.google-melange.com/gsoc/org ... e/gsoc2015

No Ogre in there :| . Actually, it seems no 3d engines at all were accepted this year. I don't see CrystalSpace, WorldForge, or JMonkeyEngine in there either.

Unless you count Wine a 3d engine...
Imagine CrystalSpace an abandoned and almost unmaintained game engine, getting GSOC slots this years and me be like: "WHAT. WHAT THE F**K".
0 x

User avatar
Klaim
Old One
Posts: 2565
Joined: Sun Sep 11, 2005 1:04 am
Location: Paris, France
Contact:

Re: [GSoC 2015] Idea discussion thread

Post by Klaim » Tue Mar 03, 2015 5:51 pm

scrawl wrote:https://www.google-melange.com/gsoc/org ... e/gsoc2015

No Ogre in there :| . Actually, it seems no 3d engines at all were accepted this year. I don't see CrystalSpace, WorldForge, or JMonkeyEngine in there either.

Unless you count Wine a 3d engine...

:/
0 x

N0vember
Gremlin
Posts: 196
Joined: Tue Jan 27, 2009 12:27 am

Re: [GSoC 2015] Idea discussion thread

Post by N0vember » Wed Mar 04, 2015 1:57 am

Second consecutive year ?
Can we see a tendency here ?
Harmful lobbying ? Can we start making conspiracy theories ?

It's really sad. Open-source is tremendously successful recently in some other market sectors. But not in gaming it seems. I see some proprietary business execs shadows here.....
Really, when you look at it from afar, open-source game development is in really bad shape, and the attitude of Google will only make it worse.
I guess if it's not web, node.js or android and java based then it's not sexy....
Is gaming such a small market share of development in general ???

No users anymore, and no now sponsors anymore :(

I'll go cry and mourn for a few hours now
0 x

User avatar
Klaim
Old One
Posts: 2565
Joined: Sun Sep 11, 2005 1:04 am
Location: Paris, France
Contact:

Re: [GSoC 2015] Idea discussion thread

Post by Klaim » Wed Mar 04, 2015 6:36 pm

Not really a tendency as no 3d renderer was selected, it looks more like a choice of focus for this year or something like that.
0 x

User avatar
Thyrion
Goblin
Posts: 224
Joined: Wed Jul 31, 2013 1:58 pm
Location: germany
x 1

Re: [GSoC 2015] Idea discussion thread

Post by Thyrion » Wed Mar 04, 2015 7:48 pm

too bad :(

was there any ogre candidate?
0 x

User avatar
Thyrion
Goblin
Posts: 224
Joined: Wed Jul 31, 2013 1:58 pm
Location: germany
x 1

Re: [GSoC 2015] Idea discussion thread

Post by Thyrion » Wed Aug 26, 2015 6:35 pm

OpenGEX Importer

We want to officially support OGEX as the main format for importing meshes into Ogre, as it is really looking good and gaining traction throughout the industry. After a more thorough evaluation we believe this is a perfect 3-month project for students.
It seems the C4 engine (the creator of OGEX) has closed its doors since a half year?
The future of OGEX doesn't look so good?
0 x

User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 4147
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 269
Contact:

Re: [GSoC 2015] Idea discussion thread

Post by dark_sylinc » Wed Aug 26, 2015 9:19 pm

Well... the C4 thing is unfortunate. But it is actually beinginternally developed.
Nonetheless, OGEX does look like a superior format and has good exporters available with source code.
The thing about standards is adoption, and this format is a good format for handling mesh data, material data, and skeleton data. The is ageless. It's what Collada should have been.
0 x

Post Reply