I think this plan could work, but only if the BF invested funds in
paying relevant developers for the duration of each cycle.  I think
this is effectively what the open movie projects accomplish, without
the requirement that the new features must be tested in production of
a short film.

Joe

On Thu, Dec 17, 2009 at 7:02 AM, Tom M <[email protected]> wrote:
> Hi all,
>
> I'd like to propose that after the 2.6 series completes that we start
> scheduling patch review and perhaps have a development focus.
>
> My thoughts were to have a  1 or 2 month rotating cycle where we focus
> on one area of Blender and try and bring that area to be the industry
> leader in terms of speed of workflow and capabilities.  During that
> time period I'd recommend we have a commitment to review all patches
> that are relevant for that area - of course coders could review other
> patches as well that are relevant to them, but with a schedule outside
> coders can have a clear idea of what code base they need to have their
> patch current against, and have a clear timeline about when they can
> expect their code to be reviewed.  Also with a schedule - artists can
> have a clear timeframe to submit ideas and proposals and mockups.
>
> I'd recommend that we order the development similar to a production
> pipeline (Ie similar to how Durians development timeline is ordered).
>
> So roughly
>
> Modeling Tools
> Sculpting Tools
> UV Mapping
> Painting
> Baking of Maps
> Rigging and Skinning
> Animation
> Lighting and Rendering
> Compositing
> NLE
> GE
> User Interface
>
> The python would probably be throughout since it is involved in all of
> our tools.
>
> What are your thoughts?
>
> LetterRip
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