New Developer Meeting Summary Dec 06 2009 1. 2.5 codebase. No one really interested in doing any patches to 2.49.
2. C or Python coders? Dec 06 09:07:42 <ideasman42> (relying on tight python integration for tools useful within a month or so 2.5 is no way up to this) Dec 06 09:07:46 * dmbasso votes for C Dec 06 09:07:57 <amennelet> I'm more C codebase, specially windows manager Dec 06 09:08:05 <xla> my vote for C base Dec 06 09:08:19 <kattkieru> I'm more interested in Python, for exporters and custom UIs. Need those things for work. Dec 06 09:08:25 <nfz> c, python Dec 06 09:08:54 <matd> same as amennelet Dec 06 09:10:55 <kattkieru> Well, if we go with C I'd like to hear about the armature and constraints systems. Dec 06 09:11:35 * dmbasso has a good experience with both C and Python Dec 06 09:12:36 <yoff> python and c both Dec 06 09:13:16 <matd> i know py and have basic c knowledge 3. Functional areas of interest Dec 06 09:10:55 <djaddison> I am new to blender developement. I have a list of ideas and interests. For the time being, two questions. Is there a supporting role for people that don't have time to invest in code development. Example a research team. Secondly, who would be a good person to talk to about low level event handling? Dec 06 09:10:59 <ideasman42> but I would like to know if the new devs here are more experienced with C or python Dec 06 09:10:59 <theeth> tools developed in python are as integrated in the UI as C tools Dec 06 09:11:29 <kh_pylon> I need to come back up-to-speed on the C code, so I can be useful in helping wrap things for Python Dec 06 09:11:37 <theeth> djaddison: for the second one, it depends if you mean handling events at the OS queue level or the internal blender queue Dec 06 09:12:37 <djaddison> theeth. not sure were the division is yet. I'd like to interface hardware control surfaces Dec 06 09:12:53 <theeth> both then Dec 06 09:13:34 <PapaSmurf> amennelet would like to work on windows manager, Kattkeiru would like Python import/expoorter. Are there other new devs that are interested in a specific functional area? Dec 06 09:14:01 <yoff> I would like ton understand how much would be involved in getting a muscle system working Dec 06 09:14:09 <kattkieru> PapaSmurf, if we're sticking with C I'd rather work on the armature and constraints. We can do importi / export another day. :) Dec 06 09:14:47 * dmbasso is interested in physics simulation, specifically muscle simulation Dec 06 09:15:47 * DingTo considers himself a new dev too, if no one complains about that ;-) Dec 06 09:16:40 <nfz> I'm interested in helping with 2.5 todo list and bug squashing. Dec 06 09:27:33 <yoff> more into animation, rigging.. Dec 06 09:35:15 <dmbasso> what I want to do... learn the area of Bullet integration ;) 4. 2.5 Structural overview Dec 06 09:17:37 <PapaSmurf> theeth and ideasman, could you please help the new devs point them where to get started plz? Dec 06 09:16:35 http://www.blender.org/development/architecture/ Dec 06 09:16:47 <theeth> this page is a good starting point for blender architecture Dec 06 09:18:22 <KAHR-Alpha> theeth: is that page still relevant for Blender 2.5? Dec 06 09:18:27 http://wiki.blender.org/index.php/BlenderDev/Blender2.5#Implementation Dec 06 09:18:50 <theeth> KAHR-Alpha: mostly yes, the internal data structures haven't change that much Dec 06 09:19:16 <theeth> that last link lists architecture details for the 2.5 system Dec 06 09:19:22 <theeth> window manager, event system, operators Dec 06 09:19:35 <theeth> it's helpful for learning the basis of the new system Dec 06 09:19:59 <theeth> evidently, implementation differs a bit from design (ha!), but nothing too big Dec 06 09:22:06 <theeth> unless someone has a specific question they want answered, I can do that in the mean time Note: Mindrones is going to summarize the next 20 minutes into a wiki in the Developer's Documentation section. Some hightlights for reference: Dec 06 09:25:48 http://www.blender.org/community/get-involved/ Dec 06 09:25:57 <DingTo> I would say the best start is to refresh some wiki pages so new devs can see who is responsible in what area in Blender Dec 06 09:26:05 <DingTo> ^Maintainer List Dec 06 09:26:29 <theeth> in 2.5, most of the code is neatly layed out by "topics" in /source/blender/editors/ Dec 06 09:27:44 <theeth> if you want to work on one particular tool, the easiest way it to track it down from the operator, which is usually added and mapped in files ending in _ops.c Dec 06 09:27:53 <mindrones> would be cool if we layout folders and explain in wiki what's for a certain folder Dec 06 09:27:59 <PapaSmurf> theeth, half of this might be stuff that experienced devs need to do to create an environment/doco where new devs can come on board Dec 06 09:29:43 <ideasman42> Is everyone here used to searching the source and finding code they need to edit, just not sure at what point you guys are with blenders source Dec 06 09:29:45 <matd> theeth: wiki is the wrong place ihmo. the code should be commented in place. Dec 06 09:31:02 <ideasman42> is the dir structure really a problem? - I normally grep the source for keywords, then learn the structire as I go Dec 06 09:31:09 <PapaSmurf> a _readme in each folder explaining the purpose fo the contents of that folder is very helpful Dec 06 09:31:22 <DingTo> ideasman42: i fin dblender/editors clear Dec 06 09:31:44 <theeth> ideasman42: having a basic idea of where things are can be useful, especially if you're looking for a function that's used a lot Dec 06 09:31:45 <amennelet> ideasman42: the difficulty is to understand the code philosophy (excuse me, I'm french) Dec 06 09:31:50 <mindrones> ideasman42 true but as a start it could serve as a mental index? Dec 06 09:31:56 <ideasman42> ok, its just often I need to edit code in BKE/rna/editors/python api etc Dec 06 09:32:21 <mindrones> I use kscope too Dec 06 09:32:43 <ideasman42> amennelet, yes, I can understand that, getting the 'big picture' is harder Dec 06 09:32:44 * nfz uses code::blocks to search source Dec 06 09:33:01 <ideasman42> but finding the code for an operator say - should not be hard Dec 06 09:33:07 amennelet, http://lists.blender.org/mailman/listinfo Dec 06 09:33:12 <mindrones> another thing I need as a newcomer is some form of dependencies graph, even if I know this can be complicated to get Dec 06 09:33:16 <amennelet> ideasman42: yep, that why I'm trying to fix bug to learn peace by peace Dec 06 09:35:00 <theeth> like I said earlier, starting from an operator is very easy in 2.5 Dec 06 09:35:10 <theeth> or UI scripts Dec 06 09:35:46 <theeth> DingTo: the problem with RNA is that if people don't know the api well, they can shoot themselves in the leg fast Dec 06 09:35:50 * nfz started with ui scripts Dec 06 09:36:00 <ideasman42> yoff, BGE, nodes, compo, py api, rendering... blah blah, each is a fairly involved area Dec 06 09:36:07 <mindrones> for example maybe ideasman42 and theeth can explain code wise the diff between operators and rna? 5 Experienced Mentors Dec 06 09:36:08 <PapaSmurf> I would like to hear from experienced developers as to whether they would like to mentor a new developer. Like we did with GSOC. Dec 06 09:36:38 <theeth> PapaSmurf: I'm always willing to do that Dec 06 10:3x:xx <joeedh> hopefully I can mentor them and get them contributing bunches of code :) 6. Next meeting Jan 3 2010 1500h Amsterdam time (0900 EST) Action Items: Roger: Summarize, ml minutes Mindrones: wikify theeth's brain dump Roger, anyone: Review information gathered, consult with ideasman and theeth, determine how best to proceed. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
