Hi Campbell,
Thanks for all your hard work in making Blender better,
good luck with your next pursuit!
Erwin
On 1 August 2016 at 05:50, Campbell Barton wrote:
> Hi, writing this mail to say that I'll be taking time away from
> Blender development,
> I'm stepping down as
http://gamekit.org does exactly this, using Ogre. It extracts any data directly
from a blend file, from animationp, camera and lights to game logic nodes. You
could reuse any bits from that, if you want to start from scratch on your own
game engine.
Gamekit only uses permissive licenses (BSD,
on this
list.
Thanks,
Erwin
On 6 February 2014 07:53, Arnaud Loonstra arn...@sphaero.org wrote:
On 02/06/2014 04:16 PM, Erwin Coumans wrote:
http://gamekit.org does exactly this, using Ogre. It extracts any data
directly from a blend file, from animationp, camera and lights to game
logic nodes
Bullet 3.x is not ready for prime-time yet.
I am currently merging Bullet 2.x into Bullet 3.x and filling the gaps. I
will post here once that work is ready, some time in 2014.
Thanks,
Erwin
On 11 December 2013 08:52, Brecht Van Lommel brechtvanlom...@pandora.bewrote:
Hi,
I don't now much
Just some honest feedback:
I find it a very confusing page, all about Phabricator and not about
Blender,
why all the references to Phabricator? I don't care you are using
Phabricator,
but I do care about Blender.
On the left bar, there is Differential, Maniphest, Diffusion,
Audit, Feed,
weird
, Erwin Coumans erwin.coum...@gmail.com
wrote:
Just some honest feedback:
I find it a very confusing page, all about Phabricator and not about
Blender,
why all the references to Phabricator? I don't care you are using
Phabricator,
but I do care about Blender.
On the left bar
,
and for an official github repo so we can fork.
Thanks,
Erwin
On 14 November 2013 09:31, Brecht Van Lommel brechtvanlom...@pandora.bewrote:
On Thu, Nov 14, 2013 at 6:04 PM, Erwin Coumans erwin.coum...@gmail.com
wrote:
Just some honest feedback:
I find it a very confusing page, all about Phabricator
I am also interested in having tetrahedral meshes, at some stage
we want to add FEM simulation to the Bullet Physics library.
In addition to manual editing, it would be nice to integrate a tool such as
Tetgen:
it can automatically generate a tetrahedral mesh.
On 7 November 2013 16:31,
It is about time to remove it, I wrote that code more than 13 years ago :)
On 10 September 2013 23:03, Mitchell Stokes moguri...@gmail.com wrote:
Hello devs,
Based on feedback from a BA thread[0], I would like to start working on
removing the Singletexture material mode. By removing
I pre-ordered it, congratulations with the book!
On 19 June 2013 12:13, Dalai Felinto dfeli...@gmail.com wrote:
Dear fellow Blender developers and artists,
After a long waiting period, Game Development with Blender book Mike
Pan and I wrote together will be released this Thursday, the 20th.
I would use NDC, it is more clear and common terminology,
while camera_view is imprecise and needs explanation in a comment,
On 13 June 2013 08:55, Brecht Van Lommel brechtvanlom...@pandora.be wrote:
world_to_camera_view would be good I think.
On Thu, Jun 13, 2013 at 5:24 PM, Campbell
Gaia had a very good suggestion that is overlooked, so I repeat his email:
Currently we only have 2 options:
- trust everybody (default)
- trust nobody (use the -Y commandline parameter.
We need the third option, selectively enable scripts, at loading time.
- i care: ask me case by case
Why
I just want Blender to ask me at loading time, if I want to run scripts or
not. Obviously option should be a user preference.
At loading time you can then reply:
1) run script this time
2) don't run scripts this time
3) always run scripts and don't nag/ask me ever again
4) never run scripts and
57A - 1018AD Amsterdam - The Netherlands
On 7 Jun, 2013, at 18:15, Erwin Coumans wrote:
I just want Blender to ask me at loading time, if I want to run scripts
or
not. Obviously option should be a user preference.
At loading time you can then reply:
1) run script this time
2
An alternative to avoid huge libraries is to add cmake/scons support
to build BOOST from source, at least for Windows.
Just copy the BOOST source code in blender/extern for example.
Of course this can stay pure optional,
so it will be ignored if you use precompiled libraries.
On 20 November
I agree, BOOST is a too bloated and you likely only use 1% of its features.
I would put some effort to get rid of it.
Sent from my iPhone
On Nov 5, 2012, at 7:30 AM, Ton Roosendaal t...@blender.org wrote:
Hi,
Can I get advice from the c/c++ devs here if Boost is going to be a default
It would be interesting to what you are using from boost.
Containers (replacements for vector, list, hashmap/unordered) doesn't seem
enough for all those megabytes dependency. In our Bullet library they are just
a few files. A threading abstraction or smart pointer isn't convincing either.
You are looking at the code that I fixed yesterday, see my commit message
for details here:
http://lists.blender.org/pipermail/bf-blender-cvs/2012-April/045090.html
V610 Undefined behavior. Check the shift operator '. The left operand
'(~0)' is negative. extern_bullet btquantizedbvh.h 82
~(0)
It would be good to separate visual studio versions too. BOOST and OpenCollada
added a lot of bloat to the Windows folder. 2 Gigabyte of support libs?
Sent from my iPhone
On Apr 22, 2012, at 8:27 AM, Antony Riakiotakis kal...@gmail.com wrote:
Hi, to reduce the size of the windows lib folder
How about a lib/MSVC2008_64bit folder, replacing the lib/Windows folder
(and perhaps similar for lib/MSVC2010, 32bit and 64 bit separately so that
it is easy to just download the support lbs you need, without the other
compiler/bit versions?
On Sunday, 22 April 2012, Thomas Dinges wrote:
I can
I have been mailing with him (they are great Bullet demos after all) and
will forward his email to you.
Erwin
On Thursday, 19 April 2012, Richard Shaw wrote:
On Thu, Apr 19, 2012 at 8:13 AM, Ton Roosendaal
t...@blender.orgjavascript:;
wrote:
Hi all,
There's this awesome
That proposal looks great!
I look forward to trying it out, and I like cats too.
Erwin
On 5 April 2012 08:01, Alexander Gessler alexander.gess...@gmx.net wrote:
Hi!
I finally finished my proposal, any feedback is highly appreciated. I
hope the format and scope is fine and not too
I agree we need to test our COLLADA exporter AND our COLLADA importer,
against various applications.
In addition, you might want to test your export/import using the
official conformance test:
http://www.khronos.org/conformance/implementers/collada
(I think this test became available free of
Until Blender has good fbx import or an alternative collada import
(python?) it would be good to postpone dropping OpenCollada.
From the feedback, some people are using the import feature, and there is
no replacement.
Let's hope someone stands up and fixes the issues in trunk, rather then
of an
importer is the ability to bake everything (IK and other constraints) just
like it's displayed in Blender.
Cheers
Juan Linietsky
On Sat, Jan 7, 2012 at 2:07 PM, Erwin Coumans erwin.coum...@gmail.com
wrote:
Instead of going through the COLLADA or other intermediate format
you can directly
but the current discussion is what to do about collada for blender. Telling
everyone to write .blend importers (incl artists) is not
a viable alternative.
That being said it sounds like Juan has a good start here.
On Sat, Jan 7, 2012 at 9:23 AM, Erwin Coumans erwin.coum...@gmail.com
wrote
but the current discussion is what to do about collada for blender.
Telling
everyone to write .blend importers (incl artists) is not
a viable alternative.
That being said it sounds like Juan has a good start here.
On Sat, Jan 7, 2012 at 9:23 AM, Erwin Coumans erwin.coum...@gmail.com
AMD open sourced their OpenCL GPU LLVM backend a few days earlier,
http://lists.cs.uiuc.edu/pipermail/llvmdev/2011-December/046136.html
No matter how hard NVIDIA pushes their CUDA tech,
I think it is unlikely that Intel, AMD and others will dropping
support for the open standard OpenCL in favor
A good starting point seems to use Bullet for that.
Is there still a plan to integrate/merge Bullet in Blender (outside of BGE)?
Thanks,
Erwin
On 15 December 2011 23:09, Campbell Barton ideasma...@gmail.com wrote:
On Tue, Dec 13, 2011 at 7:24 PM, Knapp magick.c...@gmail.com wrote:
I keep
What is the problem of using CMAKE_CL_64 to detect 64bit builds?
As far as I know, WIN32 and CMAKE_CL_64
are build-in CMAKE defaults, so they are not meant to be renamed.
Thanks,
Erwin
On 25 October 2011 15:45, Campbell Barton ideasma...@gmail.com wrote:
so far for windows we have been
Android C++ support is fairly OK,
a recent NDK even support the STL template library.
Some people can play Blender .blend files with Bullet/Ogre/Lua on Android:
http://gamekit.org/forum/viewtopic.php?f=9t=29start=50#p732
Cheers,
Erwin
On 15 August 2011 10:45, Campbell Barton
A stable and backwards compatible API (and file format) is very important.
Imagine if the C standard kept breaking its backwards compatibility every year?
I think you owe it to your users to keep the API stable backwards compatible
until a major version update (2 - 3 - 4, that's why Blender 2.5
Statically linking of games against the Hives logic system is the whole point
of discussion.
Gamekit exclusively uses permissive licenses, such as BSD, MIT, zlib etc, so if
you insist on (l)gpl, your logic system is less attractive for BGE too, because
BGE devs want to move towards BSD or dual
Gamekit relies on zero (l)gpl libs. Ogre uses the MIT license.
Sent from my iPhone
On May 28, 2011, at 9:28 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
Hi Sjoerd,
so if you want games based on hive system to be GPL - then
there is no problem with your GPL position.
It is just -
Yes: http://www.blender.org/download/get-blender/
http://www.blender.org/download/get-blender/
On 21 April 2011 08:40, Mitchell Stokes moguri...@gmail.com wrote:
Did the new Physics regression tests from Erwin get uploaded yet?
--Mitchell
On Thu, Apr 21, 2011 at 7:14 AM, Ton Roosendaal
Dan, Ton mentioned the fix that makes it work for Windows.
What is the problem of adding such feature in 2.57, if it is marked
clearly as experimental/temporary fix?
When is a permanent fix ready?
On Sunday, 3 April 2011, Dan Eicher d...@trollwerks.org wrote:
Plus it doesn't work on windows
it sound like you are using an outdated extern/bullet2, or old copied header
files.
can you checkout a fresh source tree in a separate location?
Thanks,
Erwin
On Apr 3, 2011, at 8:59 AM, mindrones mindro...@gmail.com wrote:
Hi,
I'm getting this error compiling blender:
By the way, Bullet has it's own DNA structures for its serialization, with a
few extra features, not the Blender DNA ;)
Sent from my iPhone
On Apr 3, 2011, at 5:44 PM, Campbell Barton ideasma...@gmail.com wrote:
@Brecht, great to see you added this, saving second life devs further
i reported the same problem under Windows (cmake/msvc) on this list recently.
Why is an INSTALL target needed? I'm not installing Blender system wide.
Can't we simply copy those files using something like below?
ADD_CUSTOM_COMMAND( TARGET AppOpenCLClothDemo POST_BUILD
blender may not start properly and suggest to
use the 'install' target.
On Wed, Mar 30, 2011 at 6:12 AM, Erwin Coumans erwin.coum...@gmail.com
wrote:
i reported the same problem under Windows (cmake/msvc) on this list recently.
Why is an INSTALL target needed? I'm not installing Blender system
This doesn't help IDE developers using msvc and xcode.
There is no message, just a crash.
On Wednesday, 30 March 2011, Campbell Barton ideasma...@gmail.com wrote:
On Wed, Mar 30, 2011 at 6:12 AM, Benjamin Tolputt
btolp...@internode.on.net wrote:
On 30/03/2011 5:12 PM, Erwin Coumans wrote
Hi,
I keep on receiving patches to add those constructors, and later another
patch to remove them again in those btSoftBody.h structs.
What is the actual error that is fixed by this btSoftBody patch?
Thanks,
Erwin
On 30 March 2011 06:57, Richard Shaw hobbes1...@gmail.com wrote:
I thought I
- Test files for regression will be updated too.
In case it hasn't been done yet, I converted a couple of old physics
regression tests to Blender 2.57.
Here is the download:
http://bulletphysics.org/~erwincoumans/physics-2.57-physics-testfiles.zip
It was too much work to convert the old FPS
Strange, that code hasn't changed in a long time.
What compiler (+version) are you using? Is it an alpha/beta compiler?
Thanks,
Erwin
On 21 March 2011 11:42, Richard Shaw hobbes1...@gmail.com wrote:
I removed the constructors (the original reason of a static variable in
ZeroInitialize was removed).
Can you try compiling the latest trunk?
Thanks,
Erwin
On 22 March 2011 09:03, Erwin Coumans erwin.coum...@gmail.com wrote:
Strange, that code hasn't changed in a long time.
What compiler
Blender used Thinderbox back in the NaN days. What happened to that? Is Hans
Lambermont still around for advice?
Thanks,
Erwin
Sent from my iPhone
On Mar 13, 2011, at 12:37 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Tinderbox
___
Please revert the file extern/bullet2/src/Bullet-C-Api.h to the previous
version.
Thanks!
Sent from my iPhone
On Mar 12, 2011, at 2:49 PM, Sergey I. Sharybin g.ula...@gmail.com wrote:
extern/bullet2/src/Bullet-C-Api.h
___
Bf-committers mailing list
:
Looks like we don't have any docs on building 2.5 with CMake/MSVC,
otherwise I'd have added a note about this.
http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows
On Sat, Mar 12, 2011 at 6:13 PM, Erwin Coumans erwin.coum...@gmail.com
wrote:
Ah, I missed the INSTALL target
think it can be usefull to have Collision by Face.
There is a new checkbox by the Physics panel. Turn it off and
collision goes away.
It is not clear: is there still an option to turn on/off collision per
face?
That is a very useful feature we shouldn't drop I think.
Thanks,
Erwin
On 11
Stokes
On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans erwin.coum...@gmail.com
wrote:
Hi,
That is a good idea but I don't think it is a full replacement unless
BPY
is
available within the BGE.
Having the option to export within the BGE allows you to 'debug' and
export
Hi,
It has been a long time.
I want to update Blender 2.5 (trunk) to a more recent Bullet Physics update,
and make sure the version that Blender uses is in synch with the Bullet
repository.
Can I go ahead (in the upcoming few weeks) and make the change, or is
someone else working on Bullet
.
Thanks,
Erwin
On 1 March 2011 10:54, Carsten Wartmann c...@blenderbuch.de wrote:
Am 01.03.2011 19:04, schrieb Erwin Coumans:
Hi,
It has been a long time.
Indeed!
Can I go ahead (in the upcoming few weeks) and make the change, or is
someone else working on Bullet related things
the .bulle for his
engine)
--
Dalai
2011/3/1 Erwin Coumans erwin.coum...@gmail.com:
Hi Carsten,
No API or GUI changes, demos should work the same.
I plan to add a single BGE physics API to export to a .bulle file, for
example exportBullet(char* fileName);
The physics behaviour
Is there a way to automatically convert older files using TexFace, instead of
requiring manual updates?
On Feb 3, 2011, at 12:56 PM, Dalai Felinto dfeli...@gmail.com wrote:
have suggestions to make]).
Be aware that there is a big problem with backward compatibility here - old
files relying
Bullet uses its own MiniCL fallback, it requires no external references, the
main issue is that it is not a full OpenCL implementation (no barriers yet
etc). We developed MiniCL primarily for debugging and secondary to run the
Bullet OpenCL kernels on platforms that lack an OpenCL
As Tom mentioned, could you please try using cmake to autogenerate
visual studio 2010 project files?
It would be better for
Thanks,
Erwin
Sent from my iPhone
On Mar 28, 2010, at 17:19, Pacific Morrowind
pacificmorrow...@gmail.com wrote:
Hi all;
I have finally gotten around to starting on
(accidently hit the send button early)
It would be better to support cmake, and not checking in manual
generated visual studio 2010 projectfiles.
Thanks,
Erwin
On Mar 28, 2010, at 18:23, Erwin Coumans erwin.coum...@gmail.com
wrote:
As Tom mentioned, could you please try using cmake
There is also glslDevil for Windows and Linux
http://www.vis.uni-stuttgart.de/glsldevil/
And GLIntercept
http://glintercept.nutty.org/
Cheers,
Erwin
http://www.vis.uni-stuttgart.de/glsldevil/
On 26 March 2010 14:59, Yves Poissant ypoissa...@videotron.ca wrote:
Interesting. I wonder if I
is executed from the command-line, i.e. by a script.
In those situations, a simple command-line option forcing automatic
execution of scripts, overriding the confirmation dialog, would be the
way to go, I think.
Excuse me if I misunderstood. :)
/R
On 24 mar 2010, at 14.46, Erwin
that would be useful for a
shader tree, etc.
Not that nodal logic for something like crowds isn't wanted.
~ C
On Fri, Mar 19, 2010 at 10:00 AM, Erwin Coumans erwin.coum...@gmail.com
wrote:
Note that a nodal logic GUI should not just target the rather obsolete
BGE,
but also external game
The issue is about automatic running startup scripts, on loading a .blend
file.
I would like to turn off executing startup scripts, and want this off by
default.
a warning poping up for every file would just be annoying
You could have the warning in the console.
(and make it so no scripts can
Charlie (snailrose) and me originally looked into a BGE plugin,
but we moved towards loading data directly from the .blend file.
(as an alternative to a plugin or faster python fileformat io)
Loading data from the .blend seems to work well and very fast,
you can see our current work here:
Hi Farsthary,
So you implemented some iso-surface generation for SPH particles?
Sorry I've been busy with trying to get Bullet 2.76 out of the door (still
more work),
but I'm interested in your work.
Do you consider making it available under the ZLib license?
Thanks
Erwin
By the way: have you
the
firefox people got with it. Doug lea's malloc is a bit dated, iirc of
the three or four good ones, it was the worst? can't remember
precisely, I could easily be wrong.
Joe
On Sat, Jan 23, 2010 at 1:06 PM, Erwin Coumans erwin.coum...@gmail.com
wrote:
Have you tried the very fast
How about those projectfiles_vc9? A working cmake should make them redundant.
It would be great if Andrea Weikert (Elubie) and Benoit could switch
from manual updating those projectfiles_vc9 (and vc7) to cmake.
That would help cmake in Blender quite a bit I think.
Cheers,
Erwin
Out of
The stackoverflow answer seem to confirm there are some dependencies and
performance issues with GLOB.
I'm interested to hear what the 'official' recommendation is by the cmake
developers.
Cheers,
Erwin
2010/1/11 José Ignacio jose.cyb...@gmail.com
On Mon, Jan 11, 2010 at 1:17 PM, Erwin
that dependencies don't reliably work, or that
cmake is a bit slow :-)
I follow the advice of the CMake developers for the Bullet project,
and I'm happy with it.
2010/1/11 Erwin Coumans erwin.coum...@gmail.com
The stackoverflow answer seem to confirm there are some dependencies and
performance
files (think msvc project files).
On Mon, Jan 11, 2010 at 10:41 PM, joe joe...@gmail.com wrote:
On Mon, Jan 11, 2010 at 10:10 AM, Erwin Coumans
erwin.coum...@gmail.com wrote:
Just don't complain that dependencies don't reliably work, or that
cmake is a bit slow :-)
I follow
that, and according to Campbell it is slower than cmake.
In any case, lets just make sure Blender gets better, ok?
Improving cmake is a great start in making Blender better.
Thanks,
Erwin
2010/1/11 Nathan Letwory jesterk...@letwory.net
2010/1/12 Erwin Coumans erwin.coum...@gmail.com:
I'm
, 2010, at 6:28, joe joe...@gmail.com wrote:
Do the makefiles it generate handle dependency updates correctly?
That's the big reason I use scons, and why it's survived I think.
Joe
On Thu, Jan 7, 2010 at 6:22 AM, Erwin Coumans
erwin.coum...@gmail.com wrote:
The fact that cmake can create
cmake can create msvc and xcode projectfiles.
scons cannot do this, and seems slower incremental builds (according to
Campbell).
This justifies fixing any remaining issues with cmake/CMakeLists.txt files I
think.
I'm tempted to install Windows just to get rid of the MSVC Project
files and have
.
Eclipse + Cmake is nicer, and takes the work out of setting up the
project each time. especially if you want to switch to developing in
branches for a bit.
On Thu, Jan 7, 2010 at 3:52 PM, Martin Poirier the...@yahoo.com wrote:
--- On Thu, 1/7/10, Erwin Coumans erwin.coum...@gmail.com
I wonder why remaining developers can't try using the CMake generated MSVC
project files.
Benoit (who maintains the MSVC9 projectfiles), have you tried using the
CMake generated projectfiles?
Cheers,
Erwin
2009/12/11 Andrea Weikert and...@aweikert.de
Hi all,
Just a short notice for all,
they have been working well for me.
- Andrea
Erwin Coumans schrieb:
I wonder why remaining developers can't try using the CMake generated
MSVC
project files.
Benoit (who maintains the MSVC9 projectfiles), have you tried using the
CMake generated projectfiles?
Cheers,
Erwin
/024959.html
2009/11/18 Knapp magick.c...@gmail.com
On Wed, Nov 18, 2009 at 8:19 PM, Erwin Coumans erwin.coum...@gmail.com
wrote:
That's what I wonder too, especially after Ton silenced the discussion
of using the common term 'morph targets' instead of shape keys etc.
Cheers,
Erwin
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