Updated February 2009
This document contains the Wonderland Roadmap. The dates included here are estimates of when we hope to have functionality complete. Please keep in mind while reviewing this roadmap that the core team of developers on this project are situated in a research lab without documentation, testing, Q/A and other resources typically associated with a product organization. This is a living document that will be updated periodically as our thinking evolves and as we develop a better understanding of how long it will take to implement different aspects of the system.
Release 0.5 - Major Architectural Improvements (December 2008 through Summer 2009)
Note: This release involves major code changes to the system, so there is substantial risk that the dates of this release will slip.
This version of Wonderland represents a major rewrite of the system. As such, 0.5 is being broken down into a series of monthly developer releases which began in December 2008 and will culminate in an end-user release sometime over the summer. These releases are intended to give developers access to the new code base and features as quickly as possible so that applications built using the 0.4 code base can be ported and new applications started.
There are three major changes in 0.5 and many, many smaller changes. First, all the basic Wonderland APIs are being re-designed. The API changes should dramatically improve development going forward, but they do mean that all 0.4 applications will have to be ported over to the 0.5 APIs. Another major change in 0.5 is replacing Java3D with the more modern jMonkeyEngine (JME) scene graph. The change is needed for a number of reasons. There are features in JME that will substantially help to upgrade the look of Wonderland including render-to-texture, programmable shaders, and multi-pass. Additionally, there is an existing and growing tool chain around JME, including a Collada loader, which will be a huge benefit to Wonderland content developers. The third major architectural change is replacing the existing inflexible avatar system with a modern state-of-the-art avatar system that includes new bone models, and advanced skinning features. Here is a complete list of new features slated for 0.5 followed by a rough plan for when these features will be implemented.
Create MTGame - Adds threading and processing model to JME
Design and build new avatar system
Create new avatar API
Avatar designs
Bone models
Skinning
Customizable avatar animations (requires Maya)
Limited Posing
Avatar customization UI
Module System
Plugable modules containing artwork and code
Deliver art assets via embedded HTTP server
Package extensions (e.g. new cell types)
Module Central web UI for distributing modules
Embedded Swing
Basis for new HUD (heads-up display)
For general user interface construction
World Assembly
Import 3D models in Collada format, including direct import of .kmz models created with Google SketchUp
Dynamically add cells (eg, microphone, audio recorder, PDF Viewer, Firefox browser) to world using a palette
Move, resize, and scale cells using in-world tools
Web Administration UI
Start and stop server components
Edit properties of server components
Manage modules
Manage world snapshots - enables world persistence across server restarts
Dev1 & Dev2 - December 2008 / January 2009 - completed
These two developer releases included:
Many of the core API changes
First version of MTGame and JME integration
Basics of the new module system
First version of the web administration UI
Initial world assembly tools
Basic immersive audio
Dev3 - February 2009 - completed
Preliminary avatars
Embedded Swing
Preliminary HUD
World persistence across server restarts
Backup and restore of world data using snapshots
Cell palette for dynamic addition of cell types
Basic cell properties dialog
Modules
SVG whiteboard
audio recorder
Dev4 - March 2009 - cancelled
More complete avatar implementation
New default world
More complete HUD
WebDAV content repository
Security APIs
Authorization framework
Modules
Virtual phone (incoming and outgoing calls)
Microphone
Dev5 - May 2009 - completed
Foundations for federation, portal Cell
Drag-and-drop and content import framework
Drag-and-drop import of Google SketchUp .kmz models
Server-side shared x11 applications (preliminary)
Authentication implementation
User list
Simple text chat (global and private)
Dev6 - July 2009
Placemarks
Module sandbox
Preliminary scripting
Simple avatar chooser / configuration tool
Bug fixes and clean-up
Performance tuning
UI testing
Modules
PDF Viewer
VNC Viewer
Documentation Viewer
0.5 End-User - July 2009
All the features from the dev releases tested
End user documentation
Developer tutorials
Release 0.6 - Enhance Core Features (Monthly Releases August - December 2009)
Full scripting
Simple federation user interface
Load animated models
Integration with physics engine
Integration with external security systems (OpenSSO)
Private voice chat
Module Central web UI
Release 0.7 and Beyond
The vision for Wonderland going forward is to make it the best possible environment for collaboration, be it for business, education, commerce, or entertainment. Our focus is on features that will enhance how people communicate, work together, learn together, and play together. Scenarios that we will consider focusing on for future releases include: