madmarx wrote:I'd be completely against it.
Thanks for the clear answer! I think it's better for the community to hear clear answer like that from the team, than to have no answer on that subject.
Well, I guess it's just a personal opinion which doesn't represent to the whole team, although I think (and hope) it's the same too.
As Wolfmanfx has said, to me a rewrite is absolutely unrealistic: in the best of the cases, it would take more than 3-5 years (I'm talking about a full featured engine: animation, compositors, materials/shaders, resource system, scene management, render system, shadow framework, mesh&entity/object system, terrain, and a long etc), and that's simply
unaffordable: for ogre itself and
for ogre users in particular. (Hell! More than 5 years!... and the worst: I'm sure the best practices now are not going to be the same in 6-10 years, so in another 10 years we're going to be in the same situation)
Appart from being realistic or unrealistic, to me the most important reason for not doing that is simple:
the users. What are you going to say to all middle/big projects using Ogre 1.X? Simply to dead? Refactoring some parts between releases like the 2.X plan is completely affordable, great and necessary, but "upgrading" ogre from 1.X to another version written from the scratch with a different API/core features... just NO! (And also, who will care about ogre in 3-5 years if the current branch is not continued?)
Personally, I would have to create an Ogre fork and mantain/update it since switching to a new engine (maybe called ogre, but not ogre at all!) in 3-5 years is absolutely not viable to my project(s). And I'm sure I would not be the only one forced to do this.
So please, before taking any decision, think about the current ogre user base and projects. Do not forget them.
Xavier