Re: [Bf-committers] Blender roadmap article on code blog

2013-07-02 Thread Vincent Akkermans
On Monday, 1 July 2013 at 20:21, David Jeske wrote: On Sat, Jun 29, 2013 at 7:41 AM, Ton Roosendaal t...@blender.org (mailto:t...@blender.org) wrote: 1) Include opt-in usage and automatic crash reporting in *every* blender build, and a web dashboard to live usage/crash stats to devs

Re: [Bf-committers] Blender roadmap article on code blog

2013-07-02 Thread CoDEmanX
Am 29.06.2013 16:41, schrieb Ton Roosendaal: - Where Python is too slow (I/O), we can also improve the api a lot still. For our UI now it's more than fast enough. There are two areas where it's notably slow: user preferences input and addon UI - due to the high number of layout elements I

Re: [Bf-committers] Blender roadmap article on code blog

2013-07-02 Thread Jürgen Herrmann
Hi, Wouldn't it be possible to implement a c/c++ importer and expose it to the python api in a compatible way? The obj file structure is quite straightforward and should be easy to implement. But I have no experience with blenders python interface. /Jürgen Am 02.07.2013 um 19:45 schrieb

Re: [Bf-committers] Blender roadmap article on code blog

2013-07-01 Thread David Jeske
On Sat, Jun 29, 2013 at 7:41 AM, Ton Roosendaal t...@blender.org wrote: 1) Include opt-in usage and automatic crash reporting in *every* blender build, and a web dashboard to live usage/crash stats to devs and the community. I always wondered what other projects/companies do with such

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-30 Thread Jürgen Herrmann
Hi David, I am confused. What takes you so long to get stuff to build? It took me half an hour to get blender to build on MSVC 2008 with CMake the first time. ~10 minutes download time. ~10 minutes finding out what to click in CMake-GUI ~10 minutes build time. Now when I change blender code it

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-30 Thread David Jeske
On Sun, Jun 30, 2013 at 12:17 AM, Jürgen Herrmann shadow...@me.com wrote: I am confused. What takes you so long to get stuff to build? Mostly because when unfamiliar with the tools and blender build, each small mistake caused a 15-20 minute build cycle on my laptop.. the time added up fast. If

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-29 Thread Benjamin Tolputt
On 29/06/2013, at 3:47 PM, Campbell Barton wrote: Mono follows an MS spec for the language runtime (CLR), not sure what the second program you refer to is. At least the technology isn't owned by MS and its open-source. People may be wary of using MS derived technology but from what I can

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-29 Thread Ton Roosendaal
Hi, Been busy all week with other stuff, interesting long thread :) Quick observations below: 1) Include opt-in usage and automatic crash reporting in *every* blender build, and a web dashboard to live usage/crash stats to devs and the community. I always wondered what other

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-29 Thread David Jeske
On Sat, Jun 29, 2013 at 7:41 AM, Ton Roosendaal t...@blender.org wrote: 1) Include opt-in usage and automatic crash reporting in *every* blender build, and a web dashboard to live usage/crash stats to devs and the community. I always wondered what other projects/companies do with such

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-29 Thread Jed
Campbell Barton wrote theres not much incentive to rewrite - only for the sake of cleaner code. I totally understand and wouldn't argue they should be, never touch a working system and all that. Having the TODO make pep 8 compliant comment in the header is also a good hint that they are perhaps

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-29 Thread David Jeske
When I fix bugs in unfamiliar projects, I spend 90% of my time getting it to build and playing sherlock holmes tracking down weak-linkages like dynamic-typed variables and weak-linkages (like strings used as enums in C) -- and 10% of my time actually trying to understand or fix code. In strong

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-29 Thread Jonathan Merritt
I think that you've hit upon two of the important factors here: - familiarity - discoverability To which I would also add - refactorability (is that a word? :-) Those familiar with a project might not see the value in strong typing simply because it doesn't add much to their personal

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-28 Thread Campbell Barton
On Fri, Jun 28, 2013 at 7:13 AM, Jed Frechette jedfreche...@gmail.com wrote: On Thu, 27 Jun 2013 12:33 Campbell Barton ideasma...@gmail.com wrote On Thu, Jun 27, 2013 at 10:58 AM, Jed jedfreche...@gmail.com wrote: I agree about the existing Python code being hard to read. Am happy to take

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-28 Thread Knapp
Yes, there is a performance cost for Mono/V8 relative to C, but for many types of code that gap is quite small, about 1-3x Speaking only as an artist: LOL I dare you to go to BlenderArtist and tell them you have decided to include 2 Microsoft programs in Blender that will slow down there

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-28 Thread David Jeske
On Fri, Jun 28, 2013 at 1:35 PM, Knapp magick.c...@gmail.com wrote: Yes, there is a performance cost for Mono/V8 relative to C, but for many types of code that gap is quite small, about 1-3x Speaking only as an artist: LOL I dare you to go to BlenderArtist and tell them you have

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-28 Thread Campbell Barton
eeh, there is some misinformation here... On Sat, Jun 29, 2013 at 7:54 AM, David Jeske dav...@gmail.com wrote: On Fri, Jun 28, 2013 at 1:35 PM, Knapp magick.c...@gmail.com wrote: Yes, there is a performance cost for Mono/V8 relative to C, but for many types of code that gap is quite small,

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-27 Thread Jed Frechette
On Thu, 27 Jun 2013 12:33 Campbell Barton ideasma...@gmail.com wrote On Thu, Jun 27, 2013 at 10:58 AM, Jed jedfreche...@gmail.com wrote: I agree about the existing Python code being hard to read. Am happy to take criticism for python code, but curious which parts you found problematic to

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-26 Thread David Jeske
On Tue, Jun 25, 2013 at 10:49 PM, Benjamin Tolputt btolp...@internode.on.net wrote: ...though now we have to define integral. I would like to see more blender UI and experimental features built in a static-typed extension language like C#/Mono or TypeScript. I gotta say I neither want,

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-26 Thread Campbell Barton
On Wed, Jun 26, 2013 at 7:42 PM, David Jeske dav...@gmail.com wrote: On Tue, Jun 25, 2013 at 10:49 PM, Benjamin Tolputt btolp...@internode.on.net wrote: ...though now we have to define integral. I would like to see more blender UI and experimental features built in a static-typed extension

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-26 Thread David Jeske
On Wed, Jun 26, 2013 at 4:56 AM, Campbell Barton ideasma...@gmail.comwrote: This seems like admitting defeat before identifying the problem, as if you say --- Blender crashes for me therefor you should use a new language I fear my wordy detail is confusing my message. What I'm trying to say

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-26 Thread Jed
David Jeske wrote In short, I want to help more of the blender community turn into blender devs and debuggers. ...clip... Python isn't used for enough of blender, and the code which is there is very hard to read, understand, change because there are no types and there is no compile

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-26 Thread Campbell Barton
On Thu, Jun 27, 2013 at 4:20 AM, David Jeske dav...@gmail.com wrote: On Wed, Jun 26, 2013 at 4:56 AM, Campbell Barton ideasma...@gmail.comwrote: This seems like admitting defeat before identifying the problem, as if you say --- Blender crashes for me therefor you should use a new language

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-26 Thread Campbell Barton
On Thu, Jun 27, 2013 at 10:58 AM, Jed jedfreche...@gmail.com wrote: David Jeske wrote In short, I want to help more of the blender community turn into blender devs and debuggers. ...clip... Python isn't used for enough of blender, and the code which is there is very hard to read,

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-25 Thread Campbell Barton
On Tue, Jun 25, 2013 at 7:17 AM, David Jeske dav...@gmail.com wrote: I like the overall structure of this roadmap. It prompted me to cleanup and post my own 2013 Roadmap Wishlisthttp://wiki.blender.org/index.php/June_2013_Roadmap_Wishlist_Jeske, in-case it helps anyone's

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-25 Thread David Jeske
On Tue, Jun 25, 2013 at 7:19 AM, Campbell Barton ideasma...@gmail.comwrote: 1) Include opt-in usage and automatic crash reporting in *every* blender build, and a web dashboard to live usage/crash stats to devs and the community. There is the case where users get crashes and dont report

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-25 Thread Jürgen Herrmann
Crash reporting might be useful but integrating this in a manner that makes sense might be very intensive work. You're not really trying to lure us into coding integral parts of blender in python, c# or mono, are you? A new/additional scripting language might be cool and is definitely something

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-25 Thread David Jeske
On Tue, Jun 25, 2013 at 12:40 PM, Jürgen Herrmann shadow...@me.com wrote: You're not really trying to lure us into coding integral parts of blender in python, c# or mono, are you? No.. Blender core code is large and depends on many useful third party C/C++ libraries. I'd guess it's going to

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-25 Thread Benjamin Tolputt
On 26/06/2013, at 3:07 PM, David Jeske wrote: ...though now we have to define integral. I would like to see more blender UI and experimental features built in a static-typed extension language like C#/Mono or TypeScript. I gotta say I neither want, agree, nor think this will ever happen. I

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-24 Thread David Jeske
I like the overall structure of this roadmap. It prompted me to cleanup and post my own 2013 Roadmap Wishlisthttp://wiki.blender.org/index.php/June_2013_Roadmap_Wishlist_Jeske, in-case it helps anyone's thinking/brainstorming. If Blender does only four things in the next few years, I would

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Daniel Stokes
I would like to know more about what Ton means by the line What should then be dropped is the idea to make Blender have an embedded “true” game engine from the blog post. What exactly is proposed to be dropped here? It looks to me all that is proposed to be dropped is an idea, changing the focus

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Bastien Montagne
Please don’t be stupid! Comparing XP and Linux on a market share basis is just pure nonsense. There’s at least two huge differences between those OS's: *One is 12 years old, the other one is plain modern (don’t think anyone would care to maintain Blender for over 10 years old linux, nor even

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Jürgen Herrmann
Hi Bastien, Good to hear that I am not totally alone with my point of view ;-) Ton sent in some interesting statistics of the blender.org website visitors: http://lists.blender.org/pipermail/bf-committers/2013-May/040268.html http://lists.blender.org/pipermail/bf-committers/2013-May/040269.html

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Angus Hollands
In response to B. Tolputt's email, I think there are one or two things that need to be addressed. Firstly, the animation tools are perfectly functional in both Blender and BGE, unless you could clarify. The multiplayer aspect is true, and something that I am working on, and considering that unity

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Ronan Ducluzeau aka zeauro
I think that Ton should be conscious that people don' t really know how to use BGE. Serious ressources about BGE like mike pan's files are 2.5 .blends. You have to find a complex project to understand the meaning of states in logic editor. Yo!Frankie is outdated. There are few games that can

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Benjamin Tolputt
On 17/06/2013, at 8:22 PM, Angus Hollands wrote: In response to B. Tolputt's email, I think there are one or two things that need to be addressed. Firstly, the animation tools are perfectly functional in both Blender and BGE, unless you could clarify. Blender does not have Animation Blend

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Ton Roosendaal
Hi, We only have to respect two aspects for supported platforms: - be able to move forward with Blender in ways we like to - have developers available to keep platforms supported Market shares don't have to play a role. I also don't know of any project here that would practically require to

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Ton Roosendaal
Hi Daniel, I wrote the blog post as a discussion piece, something we can spend on for months, or a year, or as much time we need. We have a quite long way to go before a new GE can be defined to be feasible anyway. I would also like to see a wide consensus about future plans for Blender. For

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Przemyslaw Golab
Really good reference of GE and Animation Tool integration is Source Film Maker it's really powerful tool Allowing to record gameplay and edit it as animations in traditional fashion, even if it's point cloud bake per frame. Something like this could benefit Blender in new production workflows,

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Daniel Stokes
Ton, Thank you for your response. It sounds like what you have in mind is actually similar to thoughts I have already had for the game engine, though perhaps on a more ambitious scale. It would certainly help BGE development if more of the game engine code was shared with the rest of Blender. I

[Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Ton Roosendaal
Hi all, Here's a write-up for projects and focus the next years: http://code.blender.org/ Feedback welcome :) -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Jürgen Herrmann
: [Bf-committers] Blender roadmap article on code blog Hi all, Here's a write-up for projects and focus the next years: http://code.blender.org/ Feedback welcome :) -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Daniel Stokes
...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Ton Roosendaal Gesendet: Sonntag, 16. Juni 2013 15:45 An: bf-blender developers Betreff: [Bf-committers] Blender roadmap article on code blog Hi all, Here's a write-up for projects and focus the next years: http

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Alexandr Kuznetsov
-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Ton Roosendaal Gesendet: Sonntag, 16. Juni 2013 15:45 An: bf-blender developers Betreff: [Bf-committers] Blender roadmap article on code blog Hi all, Here's a write-up for projects and focus the next

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Benjamin Tolputt
On 17/06/2013, at 11:46 AM, Daniel Stokes wrote: Furthermore, I would like to point out that the BGE is at least on par with the free version of Unity feature wise. Firstly, let me state that whilst I actually approve of Ton's moves regarding BGE, I'm not writing this email in an effort to

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Jürgen Herrmann
An: bf-blender developers Betreff: [Bf-committers] Blender roadmap article on code blog Hi all, Here's a write-up for projects and focus the next years: http://code.blender.org/ Feedback welcome :) -Ton- Ton Roosendaal - t

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Campbell Barton
Regarding dropping the current BGE. Not being as good as competition is a stupid argument (on its own), quite a few of blenders features aren't as good as other software. Why not kick out the video editor because its inferior to most-commercial-video-editors ? The problem IMHO is more that the

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Jürgen Herrmann
Hi Thomas, You are right, I just said we should think about it, not do it right away ;) But IMHO we are limiting ourselves to a technology that will get obsolete in the future. Maybe I am a bit too fast on that one... Maybe 3.0 would be a better choice for this. /Jürgen Am 17.06.2013 um 06:34

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Thomas Dinges
Hi, you should keep in mind that Blender is also very much used in poor countries, where a lot of people still use XP and X32. At one point, yes we should not worry about Windows XP anymore, but doing this before MS drops support is premature. Dropping x32 will not happen any time soon though.

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Alexandr Kuznetsov
Drop linux. It has 1% market share, less than xp. No more x11 hacks. And Mac OS X Tiger. Oops, too late. Somebody already did it. On 6/17/2013 12:46 AM, Harley Acheson wrote: Jürgen, If we are considering dropping Windows XP we should probably also consider dropping the other operating

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Harley Acheson
Jürgen, If we are considering dropping Windows XP we should probably also consider dropping the other operating systems that have even less usage. Which is everything else besides Windows 7. So every version of Mac and all flavors of Linux combined. LOL Harley

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Benjamin Tolputt
On 17/06/2013, at 2:41 PM, Campbell Barton wrote: Not being as good as competition is a stupid argument (on its own), quite a few of blenders features aren't as good as other software. Agreed. On it's own, it's a terrible argument. After all, there are *dedicated* game engines out there that

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Jürgen Herrmann
Okay! Now it gets ridiculous :-D Guys you are right, market share is the point I missed. But still in my opinion we are limiting blender to old tech whilst other 3D software goes ahead and drops old stuff much faster ;-) I think 2.9/3.0 won't be here before 2016, so I am talking about a 3-4 year

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Campbell Barton
The timing here is unfortunate too. It's not nice for Daniel Stokes to find out the BGE will be discontinued the day he starts working on GSOC. (BGE Level of Detail and Bug Fixing/Polishing) Bug-fixing a system that gets removed in a year isn't such good use of resources. I was unaware of

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Benjamin Tolputt
On 17/06/2013, at 3:23 PM, Campbell Barton wrote: Then it may be a good argument for Daniel to make a start on interactive-animation tools, If he is amenable to the switch, then that would make a decent compromise to offer surely? While this is a valid point, (as far as I know) none of