I am Pankaj Gupta from Indian Intitute of Technology, Kanpur, India.
I read about your previous years project in Google Summer of Code.
I am interested to do project under your mentorship this year.
I have been involved in making some games since last year.
I made Carrom game in python, made an And
Hi all,
I'm currently working on our GSoC mentoring organization application.
Part of that process is providing an ideas list.
To form the ideas list I've invited our user community to post their
wishes to this thread
http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist
I've sum
Hey guys,
Just wanted to introduce myself for GSoC. My name's Jason and I'm a
second-year undergrad at Binghamton University in New York (the U.S.). I've
always been a huge Photoshop user and graphics nerd, but I somehow never
got into 3D. I think GSoC is a great opportunity to get involved with t
Hi pankajg,
we currently are in the process of applying for gsoc, so it isn't even
clear if we will be a mentoring organization this year (though we
certainly hope so).
If we are accepted we would certainly welcome you to apply.
A first good step would be to download blender and build it, then t
On that note, what is the state of the ptex integration Nicholas Bishop
started? That would be a big one for me!
Greets,
Tobi
On Fri Mar 2 20:37:14 2012, Tom M wrote:
> Hi all,
>
> I'm currently working on our GSoC mentoring organization application.
>
> Part of that process is providing an
The Ptex painting code works fairly well, but it's not integrated into
either of Blender's renderers, so it's not very useful right now.
-Nicholas
On Fri, Mar 2, 2012 at 6:24 PM, Tobias Kummer wrote:
> On that note, what is the state of the ptex integration Nicholas Bishop
> started? That would
Nicholas Bishop, is it compatible with bmesh? I'm not sure if code change
affected Ptex. Just curious.
Thanks,
Alex
On Fri, Mar 2, 2012 at 8:18 PM, Nicholas Bishop wrote:
> The Ptex painting code works fairly well, but it's not integrated into
> either of Blender's renderers, so it's not very us
The code is a little out of date and hasn't been updated to work on
BMesh, but it's a very minor change. Ptex tessellates N-gons just like
Catmull-Clark does (i.e. by creating N quads.)
-Nicholas
On Fri, Mar 2, 2012 at 8:41 PM, Alexandr Kuznetsov wrote:
> Nicholas Bishop, is it compatible with b
I'm going to apply for a BGE project this year, as I have made my mind to
be a game developer :)
The "install on portable device" looks interesting. I knew the Game
Editor[1] is "Write once, run anywhere".
I wondered what's the potential device? ipad/iphone/Android?
[1] http://game-editor.com/Main
I think the only "possible" way is Android as to use gpl software in
Ipad/Iphone have legal issues.
In this link you we will see the first attemps to make work blender with
Android:
http://wiki.blender.org/index.php/User:AlexK/Android
2012/3/3 xiangquan xiao
> I'm going to apply for a BGE proje
Potential students - do realize that the list is for developers - only
if a core dev is willing to mentor something is it likely to be
accepted.
LetterRip
On Sat, Mar 3, 2012 at 12:21 AM, Jorge Bernal wrote:
> I think the only "possible" way is Android as to use gpl software in
> Ipad/Iphone hav
I proposed integrating physbam on the blenderartists thread, and got some
positive replies. Now the point was brought up that this would render all the
hard work that went into the current simulation tools obsolete. There is a
point to that, but imho I think that this would be a mayor step into
Totally off-topic (and I apologize for that) but...
I looked at the files you can download from the physbam website and
there indeed is a limited subset of the modules available to the
public, they merely promise to open it all up sometime in the future
but for now you need to jump through some se
I contacted Jonathan for some further insights on code availability and license
compatibility, will share here if there's any reply!Dan Eicher
wrote:Totally off-topic (and I apologize for that) but...
I looked at the files you can download from the physbam website and
there indeed is a limited
Hello Jason,
You could start by checking out some video tutorials at Blender Cookie
(http://cgcookie.com/blender/category/tutorials/game-engine/). Note
that some of the tutorials are focused on using Blender with Unity,
but there are also some BGE ones. I would also recommend getting on
some IRC c
Hey,
my name is Alex, I'm an CS undergraduate at Stuttgart University. I'm an
avid programmer with slight focus on 3D graphics and 3D file interchange
in special.
I found Blender's idea list for GSoC this year and there are some topics
that I'd be very interested in working on - but maybe I shoul
Having FBX import in Blender would be great. Once you have ascii, you can
also do binary:
IrrExt as part of Irrlicht has some primivite ascii/binary FBX importer,
with very limited features.
http://irrext.svn.sourceforge.net/viewvc/irrext/trunk/extensions/scene/IMeshLoader/fbx
I added the source
Hi Alex,
you sound like an excellent candidate for such work.
While it would be great to have Assimp I/O, the FBX import is probably
a much higher priority. There are formats supported by Assimp that
Blender 2.6x series doesn't support yet (support from 2.4x hasn't been
updated), but most of tho
Hi!
I finally finished my proposal, any feedback is highly appreciated. I
hope the format and scope is fine and not too confusing, if not I'll be
glad to revise it.
http://www.google-melange.com/gsoc/proposal/review/google/gsoc2012/acgessler/1
Bye & thanks
Alex
Am 25.03.2012 05:02, schrieb Tom
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 wrote:
> Hi!
>
> I finally finished my proposal, any feedback is highly appreciated. I
> hope the format and scope is fine and not too confusing, if not I'll be
> gla
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