[Bf-committers] Some Ideas for a Blender Plugin System (hewi)
cezary.kopias at gmail.com
Tue Nov 10 12:17:55 CET 2015
I imagine that some kind of plug in system could be used in node based work
flow allowing for efficient custom physics solvers.
Would this be a good use case?
Recently at blender conference there was a presentation showing custom
cloth solver using numpy:
... so maybe in my example case this is a better way to go?
Cezary Kopias - user :)
On 10 November 2015 at 11:24, Sybren A. Stüvel <sybren at stuvel.eu> wrote:
> Hey Hewi
> On Tue, Nov 10, 2015 at 07:34:20AM +0000, hewi jupama wrote:
> > In an ideal world, you should (re)write Blender's core and dived all
> > the rest into plugins, unfortunately that is not possible. Way too
> > many circular dependencies, even way down to the core (GHOST
> > depending on <string.h>, what the F**).
> What's wrong with something depending on string.h?
> > eventually you are left with a solid black box, which will never
> > fail
> A black box that never fails, no matter how strange the code is that
> links into it, I think that can't exist. It would need so many checks
> on that linked-in code, that I'm fairly sure the problem can be
> reduced to the halting problem .
> Of course we all aim at rock solid software, but I don't see how
> third-party plugins will help with that.
> > An other nice example of a good plug-in would be a browser.
> > Wouldn't that be cool to be able to browse inside Blender :)
> I desperately don't want that.
> Don't get me wrong, I really like that we're discussing possible forms
> of plugin structures, as it provides us with different views on the
> subject. I fully agree that simplifying dependencies and interfaces
> between Blender's components is a good thing. However, I don't share
> the vision that a plugin system is the only approach to this, or that
> will make things easier to develop & fix.
>  https://en.wikipedia.org/wiki/Halting_problem
> Sybren A. Stüvel
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