Hi Gideros team,
@atilim,
@deniz,
@gorkem,
@ar2rsawseen,
here are some questions that appeared on the forum, and that need your feedback.
I put it in the same discussion so you can scan and reply.
You can reply in a new comment (and even expand) below and I will update this message.
Forum members,
unless a discussion has been unanswered for a long time + you would like to put it here -copy the formatting- + it belongs to that topic, please don't clutter this discussion with other feature requests. That's not the place for it.
I have created this one to get answers, straight to the point, not to make it more confusing.
Thank you -
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I saw it on my news feed (well, that's why I wanted to bet on Airplay 6 month ago) :
New in Unity 4.1
iOS: full multi-screen support (AirPlay). Look for added Display class for an array of connected displays (only iOS is properly implemented now - all other platforms will have only one display in there).As you said :
While moving to OpenGL ES 2.0, I'll definitely consider implementing multiple render targets.
I was wondering if that was still on your list, or maybe you have already made some progress on it?
Answer from the team
While developing OpenGL ES 2.0 port, I'm considering of using multiple OpenGL contexts and multiple framebuffers. With the release of OpenGL ES 2.0 port, multiple stages will be available.
Rough estimation
- [ ] less than 3 months
- [ ] 3 to 6 months
- [ ] 6 to 12 months
- [ ] +12 months
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When OpenGL ES 2.0 is released, will it be possible to implement something like customized scrollable view in a popup dialog?
Answer from the team
About masking, currently I haven't decided on the masking API yet. But with shaders + render to texture, you'll be able to mimic masking also.
Rough estimation
- [ ] less than 3 months
- [ ] 3 to 6 months
- [ ] 6 to 12 months
- [ ] +12 months
Comments
While developing OpenGL ES 2.0 port, I'm considering of using multiple OpenGL contexts and multiple framebuffers. With the release of OpenGL ES 2.0 port, multiple stages will be available.
And about masking, currently I haven't decided on the masking API yet. But with shaders + render to texture, you'll be able to mimic masking also.
And about rough time estimations, I cannot say anything. I'll release when it's finished.
Likes: techdojo
thank you for leaving a comment. As a Gideros supporter, I understand well. You don't want people to be constantly reminding you about delays and ETA.
Also, you don't want to rush, and want to focus on making it "right".
Which is why Gideros is well thought, fast, and such a great framework.
However as any project and investment needs some planning, I think some people would need more informations about the future of Gideros.
Say if I really want Airplay support in all my apps before summer 2013, should I wait or use another solution?
We need to see in the future to prepare our projects accordingly (even if nothing is set in stone).
I believe that you are following a plan in the development of Gideros, so without making any kind of promises that people would constantly bug with, can you tell us at least if your "plan" is to release Open GL 2.0 <6 months or >6months?
People reading those lines would understand that those estimations are subject to any kind of change.
I think it is now obvious that we need a new word as Mellsing or have been Mellsed as in lawyered for the feature implementation by the common logic and everything you say will be used against you in next Mellsing session.
Just to make sure if it didn't sound like it, but it was meant as a compliment, see how organized and structured you are @Mells. You should be a feature lawyer.
But in the same time, see how you hold @atilim back for every word he said before, and now you are asking him to tell you even more (even if nothing is set in stone), so that his same words maybe be quoted in next Mellsing session.
Not that I'm taking sides :-\" but I can see how @atilim may want not to answer with any specific time ranges
Likes: techdojo
On the other hand I believe a middle ground exists between giving a specific time range and "can't answer".
Will OpenGL 2.0 be made available tomorrow in Gideros? No. Later.
Will OpenGL 2.0 be made available in Gideros in 2016? No. Before.
See? There is a way to give a range that would make an answer for us, without putting @atilim in a position that he is not comfortable with (which is not what I want).
I thought that <6 months and >6 months was a reasonable start. That is not true, I think my tone showed that this is not my intention, it's an open discussion to get an update ("The update will be delayed 2 months" could be an update, doesn't mean I will reply "But you said so yourself!!!" at all ).
I think talking about a roadmap is not taboo, I don't see it as "users vs the team".
I think that's a discussion opened for the community that we compose.
Likes: phongtt, ar2rsawseen
speechless
I don't want a situation where you can't have a laugh on the forum, I wouldn't suggest that for any of the Gideros employees, but I do feel that things do need to change a little because of the change in dynamics between yourself and the users here. The thing is as the team grows these are the kind of things that have to happen - it goes with the territory.
On the roadmap, not really much to say. I kind of expected a little more transparency and openness in terms of bringing development information into one place so at least we had a rough idea of what was being worked on and a rough idea of when that would likely be in place. That's certainly the impression I got from the post last September. That obviously hasn't happened and I really no longer have much of an opinion on it - it just is what it is.
I fully realize that I can't comment on any feature or timespan now without consulting with @atilim so I'm not doing it. Most probably not even express any opinion or do it with real caution.
But, you can't stop me from having a laugh and fun on the forum even on important threads
Likes: gorkem
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@techdojo love the word )
Likes: techdojo