[Bf-committers] Blender 2.8 - the Workflow release
lists at thomasvolkmann.com
Tue Jul 21 10:32:12 CEST 2015
That sounds great!
Where can/should we put suggestions for the pipeline-integration part (or the
> Ton Roosendaal <ton at blender.org> hat am 20. Juli 2015 um 15:49 geschrieben:
> 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
> 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
> - 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
> - 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
> - Make Blender ready to survive until 2020, but...
> ... start collecting the list of bigger redesign issues we need to for a 3.0
> - 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
> 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
> - 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 Roosendaal - ton at blender.org - www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands
> Bf-committers mailing list
> Bf-committers at blender.org
More information about the Bf-committers