Re: [Bf-committers] Using C++11 features in Blender source code?

2013-03-27 Thread Sergey Sharybin
Hi, I'm skeptical about using C++11. It shall be good reason why to use it. For my knowledge there's not so much from new standard which isn't relatively easy implementable with older standards. For coding it could save some bits of time, but think of platform maintainers. We're using quite older

Re: [Bf-committers] Using C++11 features in Blender source code?

2013-03-27 Thread CoDEmanX
I remember a recent discussion about moving from MSVC 2008 to 2010, it was rejected / post-poned for a simple reason: the build team members don't own 2010 and can't afford the required amount of licenses. And community members who want to compile Blender with CUDA support would have to upgrade

Re: [Bf-committers] Using C++11 features in Blender source code?

2013-03-27 Thread Bastien Montagne
iirc, we also need gcc4.2 support (for OSX) ? Guess this one isn’t much C++11-aware either… :/ On 27/03/2013 22:16, Manuel Bellersen wrote: > Hey Dalai, > > It's not directly a project list. More a list of things I miss inside the > game engine. > > Downsides of C++11… > Probably the worst downsi

Re: [Bf-committers] Using C++11 features in Blender source code?

2013-03-27 Thread Manuel Bellersen
Hey Dalai, It's not directly a project list. More a list of things I miss inside the game engine. Downsides of C++11… Probably the worst downside is compiler support for it. With GCC 4.7 / 4.8 and Clang 3.3 you probably won't have a problem. But MS Visual Studio is again far behind :-(. Here is a

Re: [Bf-committers] Using C++11 features in Blender source code?

2013-03-27 Thread Aurel W.
Hi, from a personal experience, mixing in new C++11 features into existing, old C++ code is not really a problem. The benefits you gain are way more important than the tiny bits of inconsistency you encounter during this process. Using modern C++, anything that goes, should be highly encouraged.

Re: [Bf-committers] Using C++11 features in Blender source code?

2013-03-27 Thread Mitchell Stokes
On Wed, Mar 27, 2013 at 9:23 AM, Dalai Felinto wrote: > 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 cod

Re: [Bf-committers] Using C++11 features in Blender source code?

2013-03-27 Thread Dalai Felinto
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 y

[Bf-committers] Using C++11 features in Blender source code?

2013-03-27 Thread Manuel Bellersen
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