[Bf-committers] Learning Blender Code?

Antony Riakiotakis kalast at gmail.com
Wed Jul 2 18:34:37 CEST 2014


Yes at the beginning it is going to take a lot of time, even days. Don't
give up, perseverance is the
key to successful anything. Even when you feel you do not get anywhere you
slowly gain experience and understanding and it will yield fruits for sure
in the end.


On 2 July 2014 19:01, Jacob Merrill <blueprintrandom1 at gmail.com> wrote:

> Logic nodes are not GPL apparently. ... so this would unlock the bge for
> commercial development.
>
> Also skipping the python interpreter would make
> It smoking fast.
> On Jul 2, 2014 8:58 AM, "Jacob Merrill" <blueprintrandom1 at gmail.com>
> wrote:
>
> > I have a task, that would "unlock" the true power of of the bge Logic
> > nodes, allow "sensor input" in a property node.
> >
> > Like
> >
> > Ray--------and-------property target =Ray hitObject
> >
> > Or
> > Message----and-----property message =message Bodies[0]:
> >
> > Basically a dropdown to select any sensor in a object, and then any
> > variable.
> >
> > Also, adding the data type gameObjectKey and allowing them to be sent
> with
> > messages would be nice.
> > On Jul 2, 2014 8:50 AM, "Howard Trickey" <howard.trickey at gmail.com>
> wrote:
> >
> >> Some introductory FAQ material is here:
> >> http://wiki.blender.org/index.php/Dev:Doc/FAQ#Source_Code_FAQ
> >>
> >> As it says there, reading all of the docs on
> >> http://wiki.blender.org/index.php/Dev:Source/Architecture
> >> is useful, though hard-going and somewhat out of date.
> >>
> >> It's probably best to start on just a small area of the code and not
> worry
> >> about the rest.
> >> Follow through what happens when you execute some command in an area
> that
> >> you are interested in.
> >> Do what you are trying to do: fix a small problem or make a small
> feature
> >> change in that command.
> >> Probably doing a NURBS task isn't the best idea to start, since there
> is a
> >> summer student right now working on revamping NURBS, and anyway that
> code
> >> is fairly old and somewhat removed from the modern part of Blender.
> >>
> >> - Howard
> >>
> >>
> >> On Wed, Jul 2, 2014 at 11:07 AM, John Alway <jalway at gmail.com> wrote:
> >>
> >> > Hello,
> >> >
> >> > I've been working to understand Blender code so that I can try my hand
> >> at
> >> > fixing some bugs and adding some features as needed.   However, I'm
> >> finding
> >> > the learning curve to be quite steep.   C and C++ code per se are no
> >> > problem for me, but it's hard to determine what the code is doing,
> >> because
> >> > there are many abstract concepts that have been implemented.
> >> >
> >> > I was trying my hand at Issue T39656, just to see what it would take:
> >> > https://developer.blender.org/T39656
> >> >
> >> > And, to help me along, I've been using the Visual Studio debugger and
> >> I've
> >> > read many things out of the wiki, including this overview:
> >> >
> >> > http://wiki.blender.org/index.php/Dev:Source/Architecture/Overview
> >> >
> >> > However, at the end of the day, this is proving to be pretty heavy
> >> going.
> >> >
> >> > So, I'm wondering how others have learned the code, or is it just a
> >> matter
> >> > of putting in lots of time?
> >> >
> >> > I do know OpenGL and I have studied many graphical concepts, and I've
> >> done
> >> > a lot of matrix math for rotating and translating objects, etc.   But,
> >> I'm
> >> > sure there is much to more learn, anyway.  There always is!
> >> >
> >> > Anyway, I'm just looking for pointers and any kind of help on this.
> >> >
> >> > Thanks for any feedback!
> >> > ...Regards,
> >> > John
> >> > _______________________________________________
> >> > Bf-committers mailing list
> >> > Bf-committers at blender.org
> >> > http://lists.blender.org/mailman/listinfo/bf-committers
> >> >
> >> _______________________________________________
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> >> Bf-committers at blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> >
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