Hi Tom,
Bringing some area to be industry leader in 1 or 2 months is
absolutely impossible, no matter how many developers work on it.
Development speed does not even remotely scale linearly by the number
of concurrent developers working on it. Having all the developers
working on one area would
Hi all thanks for the comments, I appear to have not communicated
clearly, since there is widespread misunderstanding of what I was
proposing.
Brecht,
Having all the developers
working on one area would be already very problematic in one company,
but distributed over the internet this just
regarding Charles's idea about a wiki feature/comp, there has been
http://wiki.blender.org/index.php/Dev:Ref/Competitor_Analysis
for years, already categorized. perhaps we could take an item,
update it for the competitors in that space, and go from there.
Hi,
Luckily the after the 2.6 series will take a while ;)
But seriously, any future we can think of will only work if you can
make it work in a natural way. Defining a vision (like the bi-monthly
develop focus) is a nice one, but you won't get much volunteers
inspired for it. And not with
Brecht,
Typical legacy shaders that combine diffuse and specular actually are
emulating a double-layer material except that everything is mixed up.
Then
we talk about separating passes from those shaders. This legacy shader
model
made us thinking about this issue in reverse. We should
Hello Blender devs.
I'm interested in working on the Blender Game Engine. I've using it for
years and I decided a few weeks ago to try and work on the engine itself.
As I'm new to C++ I decided to start with a few simple improvements.
Patch #20293 adds a python attribute status to all sensors: