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serkkz avatar serkkz commented on May 30, 2024

In general, the idea is good, but more needs to be done to complete it. I think we need to separate the SDK tools and the Panda3D core. The final idea should be a separate repository with all the tools.

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ArsThaumaturgis avatar ArsThaumaturgis commented on May 30, 2024

I think that so separating out the Maya and Max exporters sounds like a good idea!

I think we need to separate the SDK tools and the Panda3D core. The final idea should be a separate repository with all the tools.

While tempting, this would complicate things for pretty much all new Panda devs. It's more convenient to have at least the basic tools be included with the SDK, I feel.

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serkkz avatar serkkz commented on May 30, 2024

Actually, I don't mean to abandon tool binary builds. Often, such tools with releases do not change from release to release of Panda3D. For example, tools such as "egg" practically remain unchanged from release to release, it is strange to store the code in a shared repository and build them every time. I am almost sure that they can be built once and left alone until a certain point, until it is actually needed for binary compatibility or making changes to the format.

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kamgha avatar kamgha commented on May 30, 2024

@serkkz The scope of this issue is to disable those proprietary thirdparty components, in a way that a SDK configuration can be built in public.

I think we need to separate the SDK tools and the Panda3D core. The final idea should be a separate repository with all the tools.

It already is separated into the pandatool tree. It wouldn't really be a game engine SDK anymore if you remove all importers. I think what you are requesting is a build for your game runtime that is tailored to your needs. Since only you know what you need, you'd do that with CMake or makepanda, e. g. debug level 4, disable all components you don't need, custom ConfigRC encryption key, ...

it is strange to store the code in a shared repository and build them every time

I don't think this is an issue nowadays, the tree builds in seconds or a few minutes. On the other hand, you can disable building metalibs, so you have an even more fine granular build of the components and less to compile/link on changes.

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serkkz avatar serkkz commented on May 30, 2024

Personally, this is not a problem for me. I can actually configure the build configuration for myself, but on the other hand, we have instructions on how to build a panda... Oh SDK, every new user is practicing building a panda with a bunch of junk...

https://github.com/panda3d/panda3d#building-panda3d

What is misleading at the moment is to build a panda or SDK...

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kamgha avatar kamgha commented on May 30, 2024

What is misleading at the moment is to build a panda or SDK...

This is almost off-topic here, in short:
SDK = maximum features enabled (incl. tools, profiling & debug features for game development)
Runtime = optimized, with minimum features enabled needed to run your individual game

Books about game engine architectures should cover this.

Your game will work of course when distributing with the SDK binaries. Back to topic: The website offers a SDK build, aimed at beginners and for quick start. Until a beginner has finished developing their game, they'll likely have figured this aspect out (or have someone on their team that is keen with this), or they'll just continue using the SDK binaries.

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Wizzerinus avatar Wizzerinus commented on May 30, 2024

Pretty sure the 3dsmax tool for example is considered obsolete anyway and not really needed for development even

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