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LambdaMod 0.6.0 Release

This version didn't quite go as initially planned but here's LambdaMod 0.6.0! Here's what was worked on in the past three months:

This version didn't quite go as planned. My initial plan was to focus on improved rendering primitives and continue to extend VR functionality with grip and socket-based parenting (allowing you to pick up objects and snap them together). This steadily got derailed by a number of platform issues coming to a head. Design decisions taken when LambdaMod was first written in the name of rapidly written flexible testing code (i.e. the heavy use of C-style APIs to enable parts of the system to talk to each other) had to be removed. Some previous design decisions that were once good enough (i.e. the parenting system, the text system) turned out to not support new features very well and so had to be restructured. In a move that compounded the problem I decided to clean up a bunch of quality issues, particularly large piles of features that had been started but not finished, which further slowed things down.

This sort of thing seems to keep happening. In particular, the three big issues (render, sound and animation) repeatedly end up taking a backseat to platform improvements once the chaos of daily patching sets in. For the next version I'm going to try something a little different to combat this. Rather than working on LambdaMod directly, I will work on an temporary "extension", added to the client's code. This testing module, called "Dawn's Light" because I hope a cool thematic name will inspire me to stick with it, will experimentally implement different render, sound and animation primitives separate from the regular codebase. There will be no controls in the editors to use these primitives and they will not be synced over the network. Once good approaches have been found for fixing the problems of render, sound and animation, the process of integrating those techniques into the main application can begin.

Created by Amini Allight on amini-allight.org