[Bf-committers] Meeting minutes, sunday december 12, 2005
Ton Roosendaal
ton at blender.org
Sun Dec 12 18:06:47 CET 2004
Hi all,
1) Main topic; release 2.36 or not!
Although most agree it's about time to do, the status of the engine
deserves to be at least on 2.35 or 2.35a or 2.36-RC1... currently also
the 'regression' files crash for it (conveyor belt).
To not frustrate Kester too much, I hope he can find the quick solution
for the current error(s). Mal has disected the tracker #2006 bug, and
posted information there. I have cvs updated older versions to verify
when it's wrong. And apparently it's in the commit(s) done december 5.
Or more exact;
Doing a:
cvs update -D "December 4, 2004"
in source/gameengine/
Gives an engine surviving bug #2006 and the conveyor belt. A cvs of one
day later crashes.
Proposal as discussed and agreed on is:
- Wait for Kester to find a quick solution or a fix
- When this can be in the next 24 hours, we move to release modus
- Othwerwise, since tuesday not all release managers have time,
wednesday is earliest for another release attempt.
Of the release builders, Yann (Linux), Jean-Luc (OSX), Chris (Irix),
Simon (Windows) were in the meeting, and they're all standby.
Will keep everyone updated here!
2) Other projects
About new projects, please keep checking wiki, especially for updates
on the Dependency Graph (Jean Luc) and Softbody (Jens Ole) projects.
Also briefly was discussed the future of the engine in general. As
discussed before, it could be a good option to provide the engine as an
optional plugin (like yafray). With as benefits;
- engine and player can get own release cycles
- invite 3rd party engines to check on integrating with same API
- if API is well written, it's easier to switch engine plugins for
doing more radical changes, like supporting OpenGL pixel shaders (could
be time for a redesign there too)
- we can bring back in Blender the simple 'Enji' engine (old 2.04
engine), which isn't as advanced, but also a lot easier to maintain.
Potential GUI conflicts can make it frustrating though... but best part
of Enji is that it re-uses all of Blender internals.
(Since I coded this engine; I would redesign Enji from scratch too...
but that's a load easier work than doing it for current engine :)
Disadvantages;
- it separates teams...
- this way engine loses status, lots of potential users (needs extra
install) and loses the pressure of being part of Blender release cycles
Still, a possibility worth checking on. For the next months...
-Ton-
------------------------------------------------------------------------
--
Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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