[Kde-games-devel] 2009 introspective
Parker Coates
parker.coates at gmail.com
Thu May 7 00:26:43 CEST 2009
On Wed, May 6, 2009 at 6:01 PM, Albert Astals Cid wrote:
> A Dilluns, 4 de maig de 2009, Aaron J. Seigo va escriure:
>> Hi...
>>
>> I'm putting together a "where are we now, where are we going" snapshot of
>> as many of the "big pieces" in KDE 4 as possible, and I'd like some input
>> from you on the KDE games entertainment bundle.
>
> My 0.02€ cents take
>
>>
>> In particular, what I'm looking for are 2-4 bullet items for each of these
>> two questions:
>>
>> * What have been the defining achievements in the last year?
>
> We achieved to attract two artists that are driving efforts to make things
> pretty.
This one can't be emphasised enough.
> We got people in the GSoC process, making kdegames feel it is not that
> alienated from the rest of KDE
>
>> * What are the main focus points and or goals for the project in 2009?
> KGGZ, Kolf3d
More GHNS integration is something mentioned quite regularly.
>> If you're feeling extra helpful, you might want to also provide some input
>> on:
>>
>> * What are the major pain points in your project right now?
>
> Contributors come and go too fast.
To expand on this, the size of the KDEGames module continues to grow,
but developer activity doesn't grow to match it. New contributors
(myself included) tend to show up with games of their own, but once
the games get through KDEReview and into the module, contributions
drop off. As a result a lot of our games are pretty stagnant.
>> * Outside of the core libs (kdecore, kdeui, kio, kfile) what are the most
>> critical pieces of KDE technologies that your project is relying on?
>
> KMainWindow double resizing is driving people crazy, see last 15 mails :D
This isn't really KDE technology, but our artists would really, really
like to see support for more SVG features in QSvgRenderer. Namely
blur.
Parker
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