[Bf-committers] Bundle Python 3.0 for Blender 2.5

Campbell Barton ideasman42 at gmail.com
Fri Dec 5 18:28:52 CET 2008

On Sat, Dec 6, 2008 at 3:25 AM, Chris Want <cwant at ualberta.ca> wrote:
> Reading this thread, I become more agreeable to the suggestion
> that Early Ehlinger made earlier (no pun intended). He suggested
> that python scripting should be handled as an external plugin
> that loads at run time. Then the problem of having builds of
> blender for different python versions doesn't matter: just
> have one blender build and distribute it with plugins for
> the different python versions. This, of course, would be a
> lot easier with a well thought out C API, which I believe should
> be the first step before tackling python (as I've mentioned
> before).
if we bundle python its not such an advantage.. So Im not motivated to
write it myself, though this would be very nifty for allowing multiple
A stable C API would be nice too... but not a decision I can make,
especially when 2.5 is so new.

> I should also point out that bundling python with blender adds
> extra complexity to Blender's plethora of build systems. The
> example of FFMPEG is a poor one since not all build
> systems support it, there are issues under windowa, the
> scons system supports it by having the additional
> requirement of having autoconf installed, and I have
> recently seen mails on the list from our game engine developer
> trying to change the FFMPEG sources in extern, to which
> there are no replies from the official maintainer. This is
> not a role model to follow.

Again, I meant this as an example as a fairly large library we bundle.
Im not happy at all with having FFMPEG in extern, it a large codebase
which slows down rebuilding blender, searching the source and way the
build system is hooked up to scons is ugly too.
I mentioned extern as an option incase somehow it wasnt possible to
use lib, but Id much prefer it stay out of blender trunk (along with

> Cheers,
> Chris
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- Campbell

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