Re: Google Summer of Code: For potential students

Soumitra Saxena <[email protected]> Mon, 17 Mar 2014 00:29:14 +0530
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CA+T=cV20nBqHv22okYzAEzvc5F=h92zsVZLS-xivuEFCw8xiXw@mail.gmail.com>
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Hello Christian ,

Thank you for the reply.

About the planet generation , I did it as a part of my Computer Graphics
course in college . It seemed like a fun project ( and so it was) . I had
no idea you people actually tried it out on CS ! I was actually very
interested in terrains and all. Sad to hear that it's not a priority
anymore.

Anyways , about the Terrain Editor. When I read about the need of a GUI , I
just sat down and scribbled everything I would want in an editor. I
actually did not think of the timeline then , but in the past few days ,
I've been reading into GUI creation , the Terrain handling capabilities of
CS and the cseditor framework as well.

I think it's a good idea to target the project from the beginning , and
look for quality rather than quality.

The priorities that you've set are quite reasonable . (and now that I
re-read my idea , I feel that they are the core features over which a fully
functional GUI can be setup)

Taking csterrainedtest in context and the GUI aswell -

1. The first 3 points in your list should be taken care of initially and as
quickly as possible. The first being initialising the terrain with default
cell size and number , and then integrating the terrain->AddCell(cell) and
terrain->RemoveCell(cell) with the GUI. Heightmap modification should be
fairly easy to implement(hope so) , since we're handling a normal heightmap
with height values ( what I can understand from the code).

2. Splatting textures and Decals would be the interesting part . Decals
primarily , would be tougher to implement. I remember using the fragment
shader and using texture mixing to implement it in OpenGL . I'll have to go
through the CS code to find out how it is implementable in CS.

3. I remember using CodeBlocks for my C++ projects last semester , and I
think I've used something called wxSmith for a Software Development project
of mine. I , however , have no current idea of how to integrate it with CS.

I'm currently exploring the codes of various CS Tests to get a further idea
of how the libraries work. I'm somehow unable to get cseditor running right
now . But I'll try and get it to run asap , I really want to get a feel of
how it works.

So yeah , broadly , I would like to focus on the first 3 points of your
priority list , and then the Splatting and Decals. If time permits (
strictly ) , we may try implementing the other features in my email . How's
that for a proposal ? Also , what kind of details are you expecting in the
proposal ? Do you want it to be mildly broad , or do you want it to be
targeted as a needle ? Could you shed some light on it ?

A quick response will be really helpful !



On Sun, Mar 16, 2014 at 10:14 PM, Christian Van Brussel <
[email protected]> wrote:

> Hi Soumitra,
>
> one first note is that there was previously a GSOC idea about planet
> simulation, it was described here:
>
> http://www.crystalspace3d.org/trac/CS/wiki/SoC%20Ideas?version=177#Planetsimulation
> .
>
> This project was worked on during the last GSOC, but the student didn't
> got to the end of it and no code was commited. The blog defining the
> working process is here: http://crystalspacegeodesicsphere.tumblr.com/
>
> The idea was removed because one plan for that was to leverage on the
> existing terrain mesh that is in CS, but it appeared during the last
> GSOC that this was not easy to mix the two approaches and that the job
> was a bit complex although not a priority for CS.
>
> Another thing to know is that the terrain mesh in trunk doesn't support
> currently the use of decals. I however already implemented this
> functionality but never commited it. My work was almost done although
> there was still some problems for decals that are covering several
> cells. I'll try to commit that quite soon.
>
> So now more about your project idea. A first remark is that we are at
> first more interested by the manipulation of an existing CS terrain
> rather than by the generation of it. So it would probably be preferable
> if the generation part of your work would be put at the end of the
> project rather than at the beginning, so that the main targeted
> functionalities are the most worked on.
>
> The order of importance we found for terrain edition is mostly the same
> as what is listed on the GSOC idea page, that is (the first one being
> the most important):
> - Definition of the basic terrain properties (count of cells, size, etc).
> - Use decals to display the mouse cursor and the current modification
> primitive.
> - Heightmap modifiers using different primitives and weight (see the
> application csterrainedtest).
> - Painting of the splatting textures.
> - Painting of the decals.
> - Painting of the mesh generator materials and properties.
>
> Ideas such as presets are great but they are higher level
> functionalities and should therefore be added in the end, if time allows
> and the main functionalities are OK.
>
> Also, the 'Add Object Tool' is more generic since this should work even
> if there are no terrains, so I would remove this idea from your project
> or keep it as very optional.
>
> One of your main constraint would be to use the cseditor framework to
> integrate all your work, and since the cseditor is still young, you may
> have some issues like incomplete or non-working functionalities. You
> would also probably need to work a bit using wxWidgets tools.
>
> Does it look OK to you?
>
>
>
> ------------------------------------------------------------------------------
> Learn Graph Databases - Download FREE O'Reilly Book
> "Graph Databases" is the definitive new guide to graph databases and their
> applications. Written by three acclaimed leaders in the field,
> this first edition is now available. Download your free book today!
> http://p.sf.net/sfu/13534_NeoTech
> _______________________________________________
> Crystal-develop mailing list
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> https://lists.sourceforge.net/lists/listinfo/crystal-develop
>



-- 
Soumitra Saxena
Oasis 2013 Coordinator
DVM

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<div dir=3D"ltr">Hello Christian ,=A0<br><br>Thank you for the reply.<br><b=
r>About the planet generation , I did it as a part of my Computer Graphics =
course in college . It seemed like a fun project ( and so it was) . I had n=
o idea you people actually tried it out on CS ! I was actually very interes=
ted in terrains and all. Sad to hear that it&#39;s not a priority anymore.<=
div>
<br>Anyways , about the Terrain Editor. When I read about the need of a GUI=
 , I just sat down and scribbled everything I would want in an editor. I ac=
tually did not think of the timeline then , but in the past few days , I&#3=
9;ve been reading into GUI creation , the Terrain handling capabilities of =
CS and the cseditor framework as well.=A0<br>
<br>I think it&#39;s a good idea to target the project from the beginning ,=
 and look for quality rather than quality.<br><br>The priorities that you&#=
39;ve set are quite reasonable . (and now that I re-read my idea , I feel t=
hat they are the core features over which a fully functional GUI can be set=
up)<br>
<br>Taking csterrainedtest in context and the GUI aswell -=A0<br><br>1. The=
 first 3 points in your list should be taken care of initially and as quick=
ly as possible. The first being initialising the terrain with default cell =
size and number , and then integrating the terrain-&gt;AddCell(cell) and te=
rrain-&gt;RemoveCell(cell) with the GUI. Heightmap modification should be f=
airly easy to implement(hope so) , since we&#39;re handling a normal height=
map with height values ( what I can understand from the code).<br>
<br>2. Splatting textures and Decals would be the interesting part . Decals=
 primarily , would be tougher to implement. I remember using the fragment s=
hader and using texture mixing to implement it in OpenGL . I&#39;ll have to=
 go through the CS code to find out how it is implementable in CS.<br>
<br>3. I remember using CodeBlocks for my C++ projects last semester , and =
I think I&#39;ve used something called wxSmith for a Software Development p=
roject of mine. I , however , have no current idea of how to integrate it w=
ith CS.<br>
<br>I&#39;m currently exploring the codes of various CS Tests to get a furt=
her idea of how the libraries work. I&#39;m somehow unable to get cseditor =
running right now . But I&#39;ll try and get it to run asap , I really want=
 to get a feel of how it works.<br>
<br>So yeah , broadly , I would like to focus on the first 3 points of your=
 priority list , and then the Splatting and Decals. If time permits ( stric=
tly ) , we may try implementing the other features in my email . How&#39;s =
that for a proposal ? Also , what kind of details are you expecting in the =
proposal ? Do you want it to be mildly broad , or do you want it to be targ=
eted as a needle ? Could you shed some light on it ?<br>
<br>A quick response will be really helpful !<br><br></div></div><div class=
=3D"gmail_extra"><br><br><div class=3D"gmail_quote">On Sun, Mar 16, 2014 at=
 10:14 PM, Christian Van Brussel <span dir=3D"ltr">&lt;<a href=3D"mailto:ch=
[email protected]" target=3D"_blank">christian.vanbrussel@ucl=
ouvain.be</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">Hi Soumitra,<br>
<br>
one first note is that there was previously a GSOC idea about planet<br>
simulation, it was described here:<br>
<a href=3D"http://www.crystalspace3d.org/trac/CS/wiki/SoC%20Ideas?version=
=3D177#Planetsimulation" target=3D"_blank">http://www.crystalspace3d.org/tr=
ac/CS/wiki/SoC%20Ideas?version=3D177#Planetsimulation</a>.<br>
<br>
This project was worked on during the last GSOC, but the student didn&#39;t=
<br>
got to the end of it and no code was commited. The blog defining the<br>
working process is here: <a href=3D"http://crystalspacegeodesicsphere.tumbl=
r.com/" target=3D"_blank">http://crystalspacegeodesicsphere.tumblr.com/</a>=
<br>
<br>
The idea was removed because one plan for that was to leverage on the<br>
existing terrain mesh that is in CS, but it appeared during the last<br>
GSOC that this was not easy to mix the two approaches and that the job<br>
was a bit complex although not a priority for CS.<br>
<br>
Another thing to know is that the terrain mesh in trunk doesn&#39;t support=
<br>
currently the use of decals. I however already implemented this<br>
functionality but never commited it. My work was almost done although<br>
there was still some problems for decals that are covering several<br>
cells. I&#39;ll try to commit that quite soon.<br>
<br>
So now more about your project idea. A first remark is that we are at<br>
first more interested by the manipulation of an existing CS terrain<br>
rather than by the generation of it. So it would probably be preferable<br>
if the generation part of your work would be put at the end of the<br>
project rather than at the beginning, so that the main targeted<br>
functionalities are the most worked on.<br>
<br>
The order of importance we found for terrain edition is mostly the same<br>
as what is listed on the GSOC idea page, that is (the first one being<br>
the most important):<br>
- Definition of the basic terrain properties (count of cells, size, etc).<b=
r>
- Use decals to display the mouse cursor and the current modification<br>
primitive.<br>
- Heightmap modifiers using different primitives and weight (see the<br>
application csterrainedtest).<br>
- Painting of the splatting textures.<br>
- Painting of the decals.<br>
- Painting of the mesh generator materials and properties.<br>
<br>
Ideas such as presets are great but they are higher level<br>
functionalities and should therefore be added in the end, if time allows<br=
>
and the main functionalities are OK.<br>
<br>
Also, the &#39;Add Object Tool&#39; is more generic since this should work =
even<br>
if there are no terrains, so I would remove this idea from your project<br>
or keep it as very optional.<br>
<br>
One of your main constraint would be to use the cseditor framework to<br>
integrate all your work, and since the cseditor is still young, you may<br>
have some issues like incomplete or non-working functionalities. You<br>
would also probably need to work a bit using wxWidgets tools.<br>
<br>
Does it look OK to you?<br>
<div class=3D"HOEnZb"><div class=3D"h5"><br>
<br>
---------------------------------------------------------------------------=
---<br>
Learn Graph Databases - Download FREE O&#39;Reilly Book<br>
&quot;Graph Databases&quot; is the definitive new guide to graph databases =
and their<br>
applications. Written by three acclaimed leaders in the field,<br>
this first edition is now available. Download your free book today!<br>
<a href=3D"http://p.sf.net/sfu/13534_NeoTech" target=3D"_blank">http://p.sf=
.net/sfu/13534_NeoTech</a><br>
_______________________________________________<br>
Crystal-develop mailing list<br>
<a href=3D"mailto:[email protected]">Crystal-develop@li=
sts.sourceforge.net</a><br>
<a href=3D"https://lists.sourceforge.net/lists/listinfo/crystal-develop" ta=
rget=3D"_blank">https://lists.sourceforge.net/lists/listinfo/crystal-develo=
p</a><br>
</div></div></blockquote></div><br><br clear=3D"all"><div><br></div>-- <br>=
<div dir=3D"ltr"><span style=3D"font-family:arial;font-size:small">Soumitra=
 Saxena</span><br style=3D"font-family:arial;font-size:small"><span style=
=3D"font-family:arial;font-size:small">Oasis 2013 Coordinator=A0</span><br =
style=3D"font-family:arial;font-size:small">
<span style=3D"font-family:arial;font-size:small">DVM</span><br></div>
</div>

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------------------------------------------------------------------------------
Learn Graph Databases - Download FREE O'Reilly Book
"Graph Databases" is the definitive new guide to graph databases and their
applications. Written by three acclaimed leaders in the field,
this first edition is now available. Download your free book today!
http://p.sf.net/sfu/13534_NeoTech
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