The reality of being just 2.5 days away from leaving (and thus having to have the month's work wrapped up) is beginning to sink in. Also just realised it's only 7 days, not 10 (February being rather short). I'm expecting I'll need to sit in the lobby late a couple of nights getting work done for the business that needs to get done. Sigh.
I'm thinking the game/graphics peoples should get together on Thursday evening (I expect quite a lot of us to show up the day before, after all) and get to know each other. There's going to be an OLPC hands-on on Saturday (yay!) I still haven't got a working development environment for Sugar, but I'd really like to make little educational games for the platform at some point.
I'm thinking I'll spend the 4 days of the sprints working on PyOpenGL and OpenGLContext, even if I can't find anyone to work with me. It's the biggest project I have (in Open Source) and it's the one that needs the most work. It sort-of fits into the game programming stream, so I can be available as a resource while they're working.
The other idea I had was to try and get enough people together to begin writing a professional-grade ISP billing system in Zope3. Problem there is that such things are hard to motivate people on unless they are going to make some money on it.
I'm not going to have a Windows machine during the conference, so I won't get any WGL stuff done. Maybe I can find a Windows hacker who wants to produce a WGL port (and learn ctypes along the way). Same for AGL, maybe some nice Apple user will want to hack along with me :) .
I would like to get OpenGLContext to the point where the whole system (including all dependencies) can install from eggs with easy_install OpenGLContext. That would require getting FontTools patched to use numpy (or forking it I suppose). Will also require getting SimpleParse and pydispatcher packaged as eggs.
Lastly, I'd like to do some work on making an OpenGLContext-based 3D scene editor. Just a little something to let you add primitives, add actions to them (on click, on mouse over, that kind of thing), and generally just make little environments. Would be nice to have a mesh-editor as well. Just something to demonstrate what the system is capable of.
But for now I need to get back to paying work...
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