[Bf-committers] Blender Network Rendering in Erlang

Stefan Langer mailtolanger at googlemail.com
Mon Oct 5 21:51:22 CEST 2009


I agree that erlang is a perfect choice for building a robust distributed
rendering system. Especially failover would be easy to setup. I just have no
idea how complicated the c interfacing stuff would be.
Does your python api handle dropping and adding nodes on the fly? As I don't
see a problem realizing that with erlang.


2009/10/5 Martin Poirier <theeth at yahoo.com>

> I already have a working version of network rendering (in Python), so I
> don't really see the need to restart from scratch in Erlang, especially
> since that would mean having to write complete bindings to replace the part
> of the Blender python api that are needed.
>
> Of course, people are free to do whatever they want with their own time.
>
> Martin
>
> --- On Mon, 10/5/09, Emmanuel Stone <emmanuel.stone at gmail.com> wrote:
>
> > From: Emmanuel Stone <emmanuel.stone at gmail.com>
> > Subject: Re: [Bf-committers] Blender Network Rendering in Erlang
> > To: "bf-blender developers" <bf-committers at blender.org>
> > Received: Monday, October 5, 2009, 2:47 PM
> > I can testify that C interface to
> > Erlang is functional. We use it
> > where I work (Demonware).
> >
> > Erlang is a good choice for any sort of distributed
> > multi-server
> > system, and sounds like a good choice for this.
> >
> > -Emmanuel
> >
> >
> > On Mon, Oct 5, 2009 at 6:11 AM, Nicholas Amorim
> > <nicholas at montrealdevelopment.com>
> > wrote:
> > > Erlang has FFI (Foreign Function Interface).that
> > allows to perform direct
> > > calls of external C functions. I don't see it as part
> > of default OTP - yet,
> > > at least.
> > >
> > > http://muvara.org/crs4/erlang/ffi/
> > >
> > > Erlang itself provides the EI library to interfacing C
> > with Erlang too:
> > > http://erlang.org/doc/apps/erl_interface/part_ei_frame.html
> > >
> > > I'm currently inclined to write some glue code between
> > Erlang and C than
> > > drop down to shell and execute blender as a separate
> > program.
> > >
> > > I really thinks that Erlang powers to create nodes on
> > differentes machines
> > > can be a power factor. I'm not sure if the overhead
> > between converting C
> > > types to Erlang and back and forth would be a big
> > overhead.
> > >
> > > But I would like to give a try (test both approaches
> > that I described here,
> > > test them - I do prefer really using standard library
> > than applying patch to
> > > stuff, anyway).
> > >
> > > So this is it. I'm willing to try anyway, if you think
> > it's a good idea, I
> > > would start to dig into Blender's code (only saw it
> > once) for render
> > > functions and so on.
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