[Bf-committers] Bug tracker stats + engine future...

Ton Roosendaal ton at blender.org
Fri Mar 25 13:20:54 CET 2005


Hi Kester,

Ah, good to hear you're still out there listening. :)
Nobody blames you at all for the situation we're in... you deserve all  
credits and praise that we could release with engine again anyway. I  
guess you also hoped for more development interest from others.

What do you mean with the 'easier let it die' alternative? To just  
stick to current status quo?

-Ton-

On 25 Mar, 2005, at 13:08, Kester Maddock wrote:

> Hi Ton,
>
> I just don't have a lot of time at the moment.  I've just committed  
> some stuff
> from Erwin (mail me if it breaks stuff) for abstracting the physics  
> engine so
> hopefully we can make progress, and use eg ODE as well.  There are  
> still some
> major bugs, but it is a start.  I'll look at it some more over Easter
> weekend.
>
> I don't think splitting it off is a good idea - it will just be easier  
> to let
> it die.
>
> Cheers,
>
> Kester
>
>
> On Thursday 24 March 2005 23:06, Ton Roosendaal wrote:
>> Hi,
>>
>> Did a cleanup of tracker. Still about 64 open report, of which:
>>
>> 25  Game engine
>> 11  Python API
>> 10  Confirmed bugs, waiting to be solved (with 6 related to rendering)
>>   6  Unconfirmed bugs, pending research/feedback
>>   5  Bugs in code we don't support now (subdivide, boolean, subsurf,  
>> IK)
>>   3  Scripts bundled in
>>   3  related to dependency graph
>>
>> The open python and scripts report seem to me partially solved
>> already... might be nice signal for the py team to go over it one of
>> these days. :)
>>
>> The 25 game engine bugs, almost all assigned to Kester, is a major
>> issue yes... can't expect Kester to solve all by himself, but we can't
>> keep this situation much longer either.
>>
>> Kester, how are you BTW! I can imagine it's not nice to be so less
>> appreciated for all your work... nevertheless, we have to define how  
>> we
>> move on. Suggestions we can think of todo;
>>
>> 1- Declare engine as "unstable" and "in development" still. Create a
>> separate tracker for engine bugs, with a clear note that we like such
>> reports in, but can't solve it all yet.
>>
>> 2- Leave the game engine in Blender and wait for a dev team to emerge.
>>
>> 3- Remove the engine from bf-blender, separate it in own project (own
>> cvs) and wait for a dev team to turn this into an optional download,
>> working as plugin for Blender (like yafray) but opening its own window
>> (like a player). Opportunities for tighter exporting to other engines
>> could be checked on (Worldforge, Ogre, etc).
>>
>> Already from a long past ago, I'm the main baddie to blame that we've
>> got an engine in Blender. I really think it's an important & unique
>> selling point for Blender. I also still firmly believe in the future  
>> of
>> an integrated real-time/interactive 3d creation suite.
>> Unfortunately for such a major feature it's not only "what you like to
>> see happen", but especially "where does energy & interest go to". From
>> open source management perspective, we should not release (too much)
>> unsupported & unfinished & unused code in Blender.
>>
>> As for the current roadmap, with major restructuring plans in progress
>> (displaylists & drawing, event system, dependency graph, armature
>> animation system, softbody & physics, the 2.3 UI project) it's very
>> clear where our interest and energy goes to. If we, as intended, like
>> to go for a 2.4-stable this summer, we should also have decided if 2.4
>> will have an engine, or not... from my perspective, I'd go for
>> alternative 3... howver painful it is for a couple of *very* happy
>> users of our interactivity tools <sob>!
>>
>> -Ton-
>>
>>
>> ---------------------------------------------------------------------- 
>> --
>> --
>> Ton Roosendaal  Blender Foundation ton at blender.org
>> http://www.blender.org
>>
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>
> -- 
> Reunite Gondwondaland!
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------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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