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Re: Looking Ahead to K-3D 0.9

by Joe Crawford :: Rate this Message:

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On Wed, Jun 3, 2009 at 11:14 PM, Timothy M. Shead <tshead@...> wrote:

> Gang:
>
> Things always take about twice as long as one would like, even when you
> consistently double your first estimate.  We've spent a tremendous
> amount of time on the geometric data structures for K-3D 0.7.  That's
> not a bad thing - they needed the work, and we have some unique new
> capabilities, but we've also been neglecting other important work.
>
> Since the team can really only handle one large project at a time, I say
> "let's embrace that way of working" ... I call everyone's attention to
> the Roadmap:
>
> http://www.k-3d.org/wiki/Roadmap
>
> ... in a nutshell, I have it in mind to give the UI the same level of
> focus in 0.9 that the data structures have been getting in 0.7.

Wow.  That would be rad!  I'm psyched!

Here is my main thought on the next release version:

Make it work well for core, *fundamental features*, with an easy UI.
There a killer 900HP engine under the hood. Let's put a great steering
wheel on it.

In particular, scene management tasks and the missing pieces of the
modeling features that could make K3D very *practical* for a large
number of users.


> In
> particular, there's the tremendous amount of work done by Joe to
> carry-out and document UI studies.  I want to see all those suggestions
> implemented.  That's one of the big reasons for ripping-out the old
> tutorial code (already done), because it was a big barrier to UI work.

Understandable.

> More than that, however, I want us to look at "big ideas" - new methods
> of interaction (the NURBS sketching that we looked at awhile back comes
> to mind), a completely new API for writing interactive tools, etc.  The
> bigger, the better.  As a personal starting-point, I'm going to be
> picking-up a 3D mouse and a tablet, so I can start understanding how to
> handle input from nonstandard devices.  I encourage everyone to start
> thinking strategically about what it would mean to make the UI as
> kick-ass as K-3D's internals.  Then start doing something to make it happen.

All very cool.  I would like to make a quick note that I think we need
to fix up a little bit of the fundamental stuff before we go off
making anything wild.  I will attempt to test the newest version and
go back to my previous tests, finding where users got frustrated, and
also noting some of the things that I think are fairly obvious needs
of a typical artist.

Thanks Tim!

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