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| Slides from presentation can be found at http://www.kdab.com/~sean/Qt3D/Qt3D_CS.pdf
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| * Wiki page with some more details at [[Qt3D-wip-newapi-Overview|http://wiki.qt.io/Qt3D-wip-newapi-Overview]]
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| * Why the subsystem architecture
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| ** Allow users/developers to enrich the scene
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| ** Allow Qt3D to be extensible with Aspects: audio, physics, …
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| * Why the components based architecture
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| ** Cf. Game Engine book [http://www.amazon.co.uk/Game-Engine-Architecture-Jason-Gregory/dp/1568814135/ref=sr_1_1?ie=UTF8&qid=1402413619&sr=8-1&keywords=game+engine+architecture http://www.amazon.co.uk/Game-Engine-Architecture-Jason-Gregory/dp/1568814135/ref=sr_1_1?ie=UTF8&qid=1402413619&sr=8-1&keywords=game+engine+architecture]
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| ** Avoid combinatorial explosion
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| ** Avoid multiple inheritance
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| ** Just attach data to an entity
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| *** Data = component provided by an aspect
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| * Why configuring the FrameGraph
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| ** QQ2: hardcoded framegraph — render opaque pass + transparent pass
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| ** In Qt3D: allow users to configure the passes, etc.
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| * The <span class="caps">QML</span> <span class="caps">API</span> maps 1:1 the C++ <span class="caps">API</span>
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| ** QtQuick3DFoo <-> Qt3DFoo
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| ** qmlRegisterExtendedType
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| * <span class="caps">TODO</span>s for 5.x:
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| ** remove certain type providers from QtQuick
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| *** f.i. Qt.vector3d(…) should be provided by a common library QtQuick2 and Qt3D link to
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| *** Animations
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| ** QQmlCustomParser, QQmlParserStatus public?
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| ** qmlRegisterExtendedUncreatableType and qmlRegisterExtendedCustomType
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| ** Integration with QQ2
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| * <span class="caps">TODO</span> before release:
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| ** Un-namespace the <span class="caps">API</span>
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| ** Shape: use a class per each builtin shape type
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| ** Provide a set of materials / effects
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| ** Figure out how to deal with ThreadWeaver licensing
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| *** Compile time flags for disabling / choosgin between TW / <span class="caps">IBB</span> …
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| *** For 5.4 just disable it
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| * <span class="caps">SIGGRAPH</span>
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| ** Khronos, etc.
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| * Technical preview out soon?
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