Hi Manuel, I need to re-visit your post to read it more through, but interesting initiative. For some of your projects you may want to drop on irc #bgecoders (or even #blendercoders) channel to bounce ideas before getting down to code. Mainly to smooth out future merges.
Now to your topic: Could you elaborate on the downsides of using C++11? (backward incompatibility? Lack of compilers? ) And the problems of mixing it up with the existent C++ code. Also BGE shouldn't have C code. As far as I can think of, the only part in C are the dependencies coming from Blender or code for the embedded BGE. Cheers, Dalai On Mar 27, 2013 7:52 AM, "Manuel Bellersen" <bellers...@googlemail.com> wrote: > Hey there! > > I just got in contact with coding Blender, especially the internal game > engine. > (Here is my personal branch https://bitbucket.org/Urfoex/blender/ > and a little write-up: > http://urfoex.blogspot.com/2013/03/bge-qt5-coding-blender-game-engine.html) > > I like to code using the new features of C++11. > But currently Blender isn't using C++11 anywhere. > (I think it is kind of funny because it uses Python 3.3 that came out > 29.09.2012 > but doesn't use C++11 which showed up already a year earlier on > 12.08.2011.) > > So the question is: > Can I contribute code written using C++11 features? > Or am I forced to do the C & C++ mix I found (and fear)? > > > Best regards, > Manuel Bellersen > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers