[Bf-committers] Cycles standalone repository

Jacob Merrill blueprintrandom1 at gmail.com
Sat Nov 15 21:53:03 CET 2014

I like this idea,

Blender (Core)
(Blender internal)
(Blender Cycles)
(Blender game)

I segmented my weapon manager like this...

the manager looks to the gun to get the info on what to do with it

weaponManager.children[0] = the gun



This looks up a property in the gun, (ammotype) and checks for it in the
manager, if the ammo is there reload the clip...

I think you could package python the same way

Blender['RenderType']['Feature setting']= x

This way the 'core' code can be totally isolated from the render code....

mind you this coming from someone who only really knows the game engine
API... not bpy...

On Sat, Nov 15, 2014 at 7:54 AM, Sergey Sharybin <sergey.vfx at gmail.com>

> Hi,
> Last few evenings i've been working on making a dedicated repository for
> Cycles renderer and at this point it seems to be ready for public access
> now, even though some more work is required.
> = Motivation =
> Main motivation of creating standalone repository for Cycles is to simplify
> access for new developers who wants to hack into Cycles code but don't want
> to bother cloning the whole Blender repository and setting up environment
> for blender compilation.
> It was kind of possible to only compile Cycles from Blender repository as
> well, but that process was really tedious.
> = What repository contains =
> Repository contains the full history of Cycles, starting from the original
> commit to the Blender SVN. This means it's possible to track down every
> change in the sources. The only thing here is that it's not possible to
> compile old sources. This is because build system for standalone repository
> was added just now and trying to put it somewhere in the past was rather
> tricky.
> Sources are mainly a direct dump from Blender, so it shouldn't be difficult
> to keep Cycles in Blender and standalone repositories in sync. There are a
> bit of changes to build system which we'll need to backport to blender
> (namely CMake variables name convention).
> Repository contains README file which describes how to compile Cycles.
> Compilation is so called "works for me", so more tweaks are likely needed
> before compilation becomes flawless for everyone.
> *NOTE*: Windows is not supported atm! It's because of some dependencies
> which are not so clear to get. Mainly OpenGL, GLUT and GLEW. Don't worry,
> we will support Windows eventually, we just need to start from something!
> The repository also contains folder with .xml examples, so it's really easy
> to test render engine just after compilation.
> = Build system =
> Currently CMake is used as a build system, and likely it'll be it,
> = Where the repository is =
> It is on our server, read-only access is
>   git clone git://git.blender.org/cycles.git
> for write access (needs SSH key and you need to be a developer of the
> project)
>   git clone git at git.blender.org:cycles.git
> To browse repository online please visit:
>   https://developer.blender.org/diffusion/C/
> = Authors =
> The repository contains the file with everyone who contributed to Cycles.
> This is somewhat common for all open source projects to have such a file.
> Currently this file contains authors of commits, so if someone submitted
> patch which was committed by someone else please let me know -- that'd be
> easier than reading all the commit messages searching for such information.
> = Synchronization with Blender =
> Ideally we'll need to have some automated way to sync changes between
> Blender and Cycles, but it is not done yet. Exact way how to keep things in
> sync i'll publish later.
> For now we can do manual synchronization, which is not THAT bad.
> = Known TODOs =
> - Windows build is not supported at this moment.
> - Logging option is exposed as an option but wouldn't work now.
> - Installation target is not tested and would need more work.
> - Compiled .oso files are not put to the final location, so manual copy is
> required for now.
> - Set up mailing list for commits (if we need one?)
> I'm pretty much sure i forgot to put some information in this email which i
> wanted, but the mail becomes too long already, so i'd rather wrap up now
> and answer the questions as they arrive.
> --
> With best regards, Sergey Sharybin
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