Physics Jam/Lessons learned: Difference between revisions

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[[Image:Sad_sun_failcondition.png]]

== 1. XOs with good images for participants ==
== 1. XOs with good images for participants ==
We had to spend a couple of hours the first day '''(1) olpc-updating''' all of the XOs and '''(2) getting developers' keys''' on all of the XOs.
We had to spend a couple of hours the first day '''(1) olpc-updating''' all of the XOs and '''(2) getting developers' keys''' on all of the XOs.
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== 3. Git keys, good template skeletons on the ready ==
== 3. Git keys, good template skeletons on the ready ==
We had some teams using Elements (a "simplified" way of making physics scenes with Box2D) and some using pyBox2D directly (harder to get started with, but allowed teams to do more complicated things easier).
We had some teams using '''Elements''' (a "simplified" way of making physics scenes with Box2D) and some using '''pyBox2D''' directly (harder to get started with, but allowed teams to do more complicated things straightforwardly).

Latest revision as of 15:26, 8 September 2008

Sad sun failcondition.png

1. XOs with good images for participants

We had to spend a couple of hours the first day (1) olpc-updating all of the XOs and (2) getting developers' keys on all of the XOs.

2. More organized organizers

We possibly lost interested online participants because there wasn't enough online support for the jam. Running in-person and online events in parallel requires at least 2 people (one online, one in person) taking responsibility for getting people going and helping them along.

Though, we did have a good online presence, outputting videos and pictures from the jam.

3. Git keys, good template skeletons on the ready

We had some teams using Elements (a "simplified" way of making physics scenes with Box2D) and some using pyBox2D directly (harder to get started with, but allowed teams to do more complicated things straightforwardly).