[Bf-committers] Blender 2.8 - the Workflow release

Mike Erwin significant.bit at gmail.com
Tue Jul 21 03:00:58 CEST 2015


Great initiative! And I think "floating" perfectly describes our current
situation.

This trooper is energized for 2.8 and can focus on:
- viewport, OpenGL, GLSL performance
- GLSL authoring (shaders as content)
- platform specific/GHOST work
- anything involving Blender --> Unreal Engine

"C++11 everywhere" in 3.0? :D

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire

On Mon, Jul 20, 2015 at 9:49 AM, Ton Roosendaal <ton at blender.org> wrote:

> Hi all,
>
> (also posted on http://code.blender.org)
> This is a proposal for work focus on blender.org for the coming year.
>
> I've written this because we keep missing bigger development targets - we
> don't have enough time for larger projects. Instead too much time goes to
> releases, bug fixing, reviews, maintenance and support topics. The bug and
> patch tracker duties are keeping the best of our developers away from their
> own targets.  As a result we then don't have time for design docs, for
> planning, logs and in-depth sessions with the module teams, and have no
> time for the artists who are involved to make sure we're well aligned and
> know what to do. I think everyone has noticed that we're floating too much,
> things are not clear. Where are we heading? Who does what, and how do we
> decide on things?
>
> So - it's time to act and gather the troops to refocus and get back
> energy, to maximize involvement from everyone who's active in blender.org
> and make sure Blender can survive for many more years.
>
> ----- Blender 2.8 - Workflow release -----
>
> Just like for 2.5, the proposal would be to take a bigger leap to a bigger
> release by not releasing for a year. The 2.76 release then would be the
> last 'real' version we do until 2.80 somewhere in 2016.
>
> Obviously, for the crucial fixes and smaller (stable) features we can do
> update releases 2.77, 2.78 and 2.79.
>
> Topics to finish for 2.8 could be:
>
> - UI work: wrap up Python configurability project, make Workflow based
> configuring possible
>   Proof of concept: the stripped "Blender 101" for high school kids.
> - Viewport project, including a PBR quality engine/editor that could
> replace BI and GE render.
> - A better designed integration of physics simulation in Blender
> - Invite the GE team to rethink game logic editing, to use viewport and
> new physics
> - Don't add the half finished Gooseberry targets but take the time needed
> to code it well:
>     Particle nodes, hair nodes, simulation nodes, modifier nodes...
> - Asset managing and browsing, linking, references, external files in
> general.
> - Integration in non Blender pipelines.
>
> Practical considerations:
>
> - Move development to special 2.8 branch(es)
> - Module teams are empowered to cleanup quite radically and get rid of
> legacy code.
> - The 2.8 series is allowed to be not 100% compatible with 2.7x. (Physics,
> particles, games).
> - Spend time on organizing ourselves better, agreed designs should lead to
> more empowerment.
>
> And some core principles to agree on:
>
> - We reconfirm and where needed update the 2.5 spec docs.
> - Stick to existing Blender data structures and code design for as much as
> possible.
> - Make Blender ready to survive until 2020, but...
>     ... start collecting the list of bigger redesign issues we need to for
> a 3.0 project
> - Bring back the fun in Blender coding! :)
>
> The code.blender.org article for the roadmap of 2014-2015 is still valid
> in my opinion. We just need to take a break of 9-12 months now, to make it
> work for real.
> Blender 2.8 Workflow Sprint
>
> In the coming months we can discuss and review the plans and make sure
> we're 100% aligned on the 2.8 targets and for other work during the coming
> years. We should also meet and have good feedback sessions on it. So I
> propose to use the Blender Conference in October as a deadline, and
> organize a workshop in the week before.
>
> - Four days of workshops and design sessions, in the week before Blender
> Conference.
> - Travel and hotel covered for by BF (and Dev Fund, or a new fund raiser?)
> - We should try to get someone from every (active, involved) module team
> on board. Also key user/contributors have to be on board. But it's also
> more efficient to keep it compact.
> - Proposal: we do this invitation-only: First we invite the 5 most active
> contributors of past years. Together they then invite persons more, until
> we have 12 (?) people.
> - Sprint sessions can be in parallel too - UI, Viewport, Physics, etc.
> Let's make it public as good as possible.
> - The Sprint results get presented and reviewed during further on sessions
> during the Blender Conference.
>
> Seven years ago, back in 2008, we also took a break of over a year, to get
> the 2.5 project started up. It was a very exciting period where a lot of
> new things were possible and could happen, even though we didn't finish
> everything... it gave us quite a solid foundation to build on, attracting a
> lot of new developers and great features.
> I realize we have to realistic now, not everything will possible. But we
> also shouldn't stop dreaming up a good future for Blender. Let's take a
> break from our demanding release cycle, rethink it all, but not for too
> long. Let's cherish what we agree on and enjoy the freedom of a
> configurable workflow that will enable you to do what you think is best...
> for making 3d art, games, film and animation!
>
> Feedback very welcome!
>
> -Ton-
>
> --------------------------------------------------------
> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
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