[Bf-committers] GSOC2013

Thomas Dinges blender at dingto.org
Wed Mar 20 13:54:18 CET 2013


Blender Internal has not been dropped "just because". It has not been dropped at all. There were several reasons why Cycles development started, BI code base was just too old and difficult to extend. So please do more research before writing to this list.
DingTo

Fable Fox <fablefox at fablefox.com> schrieb:

>I agree with some of the point given.
>
>However:
>
>Ton, I know we have discussed this before and 'Blender road map' is what
>contributor brings to the table. But I think people need an official road
>map, while still accepting whatever other branches that deemed useful, eg:
>Freestyle. To quote Alice in Wonderland, "If you doesn't know where to go,
>any road is okay" or something. This is to make sure Blender isn't spread
>too thin, and at times, functionality will be dropped due to lack of
>maintainer (Photoshop file input?) Or dropped just because (Blender
>Internal).
>
>Is it possible to have "Summer of TODOs"? I thought TO DOs are something
>useful that not much people want to work on after realizing that its not a
>bug. After all, there is a lot of good stuff there. Maybe divide TODOs into
>category and let students work on it. This is maybe good since students are
>not overwhelmed with one big project that might not get incorporated into
>Blender. Instead, they kept working on multiple small stuff, with each are
>useful once completed since it will improve Blender.
>
>Last but not least, not naming names, it is possible to have Blender own
>texture generator? You know, like some generator that is popular enough to
>be incorporated into game engines, and texturing pipeline. The idea is that
>maybe one or two student code the tools while the rest code the generators
>(gausian, checkered, etc, wood, marble, etc). Just take any GPL code
>available on the net, or from other GPL software, GIMP or Krita or Mypaint
>or what not, to make the development fast. I know Blender already have
>texture (basic?) generator, so maybe an idea there.
>
>I thought there is a website where people vote for Blender features, but I
>can't remember the address, or if the website is still alive, or popular
>enough that what voted there is the voice of majority.
>
>My vote? Since Blender was used for one of Spiderman pre-production, I
>think Machinima is a good target since we already have the game engine
>side. With Cryengine goes into CryCinema, and UDK with its export to bmp,
>and Unity with its machinima and that Butterfly movie, and Steam Movie(?),
>Valve Filmaker, so I think its a good idea to venture there.
>
>And maybe Blender should officially "adopt" a few game engine format (Valve
>and Unity is good idea) and provide some student into improving current
>exporter. If we want to bring more users (therefore, hopefully, more income
>through item purchase and donation) this is a good thing. The other good
>thing is that, unlike other target sector, these users, sometimes, are
>developer (eg: indie game programmer). Unlike artist users who have no
>background in programming, these people usually know C,Python,C# and
>somewhere  on the level. This could lead to more future Blender developer.
>
>Anyway, that is my rant on GSOC and Blender road map.
>
>Oh, I'm back. :-)
>
>-- 
>Fable Fox
>fablefox at fablefox.com
>http://www.fablefox.com
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