reitag, 22. Januar 2016 um 21:13 Uhr
> Von: "Ton Roosendaal" <t...@blender.org>
> An: "bf-blender developers" <bf-committers@blender.org>
> Betreff: Re: [Bf-committers] blender as ui for game engine
> Hi,
>
>> During Blender conference 2015
lender, I would consider this rationale for
> not having a plugin system debatable at best.
>
> -- Kai
>
> P.S.: I don't like watermarks on art either though.
>
>
>> Gesendet: Freitag, 22. Januar 2016 um 21:13 Uhr
>> Von: "Ton Roosendaal" <t.
nal source on how to use Blender out there, behind a paywall, but
> > that's another story. While I understand all the difficulties associated
> with
> > financing a stable development of Blender, I would consider this
> rationale for
> > not having a plugin system debatable
My 2 cents:
"The blender C core code is riddled with these comments and hacks and it needs
lots and lots of refactoring”
I worked (and still work) in many proprietary SW projects mostly for consumer
market devices as well as for Aero-Space industry. When implementing protocols
or components
Guys I am not going to bring this to some secret discussion, I posted it on
the public list so that everyone who does have an opinion could chime in.
I am coming at this from a slightly different point of view. Blender is
great at doing what it does, which is a modeling tool. I do not want to
On 2016-01-23 10:13, Owen Hogarth II wrote:
[snip]
> I also do not want to fork the project and go through all that mess.
> What I
> want is something that allows blender to be used to model a scene and
> pressing a button and instead of launching BGE or the renderer
> blender
> sends that data
I think that gamekit link was posted before, I've run across it before but
that still misses the point. It's an external tool that's duplicating a lot
of the work that blender already does. It is a pretty nice piece of
software though but that skill could be used to refactor the internals of
Hi,
Join our irc channel if you want to become a Blender developer and need help
understanding parts of code. Goes more efficient.
Log your experience and write a how-I-got-in-blender code doc.
-Ton-
Ton Roosendaal - t...@blender.org
Ton two exit functions, what what? What does that have to do with anything?
Are you saying that if you run blender in headless mode without a UI you
have to call one exit function and blender with UI needs a separate exit
function to work properly? If so why is that the case? If not can you
Wow, that looks sophisticated (i.e. interesting). Thanks for sharing!
On 23/01/16 14:12, Arnaud Loonstra wrote:
>
> I haven't seen this in this discussion but are you familiar with the
> GameKit project?
> It has two approaches to loading the blender data:
>
Hi,
For those who wonder:
Originally we wanted two exit() calls. The function WM_exit() is for the case
the UI was running.
In practice we found that the new WM code still handles the case of exiting
without UI well. Very nice!
Anyone who can't get over issues like this, is not fit to do any
On 2016-01-23 15:20, Owen Hogarth II wrote:
> I think that gamekit link was posted before, I've run across it
> before but
> that still misses the point. It's an external tool that's duplicating
> a lot
> of the work that blender already does. It is a pretty nice piece of
> software though but
On Sun, Jan 24, 2016 at 3:35 AM, Arnaud Loonstra wrote:
> On 2016-01-23 15:20, Owen Hogarth II wrote:
>> I think that gamekit link was posted before, I've run across it
>> before but
>> that still misses the point. It's an external tool that's duplicating
>> a lot
>> of the
On Sun, Jan 24, 2016 at 1:20 AM, Owen Hogarth II wrote:
> I think that gamekit link was posted before, I've run across it before but
> that still misses the point. It's an external tool that's duplicating a lot
> of the work that blender already does. It is a pretty nice
Hi,
> During Blender conference 2015, the question was raised why blender did not
> support these ideas or projects, Mr Roosendaals' reply was: "if you want
> that, you will just have to create your own community" (I am paraphrasing
> here, but it is essentially what he said)
Well obviously
How I love this discussion, you (may) know me.
Allow me to again write you too many lines for people not to have time to read
;)
>> What part of Blender's C core is neglected exactly?
How funny you are asking. have you ever looked at the creator.c file, the
first and most basic file from
I you want a C++ library to read/write blender file:
https://github.com/gamekit-developers/gamekit/tree/master/Tools/FileTools
I can scan header (.h) files, like Blender DNA files to update the file
definition or create your own file format.
2016-01-22 4:49 GMT-02:00 Campbell Barton
When I said the blender code is neglected I was referring to the low level
code but maybe that's too strong of a word. There are things there that
could use some refactoring.
As far as expecting the code to be mainlined, the process would be no
different than other blender tasks. Make the
On Sat, Jan 23, 2016 at 5:49 AM, hewi jupama wrote:
> How I love this discussion, you (may) know me.
>
> Allow me to again write you too many lines for people not to have time to
> read ;)
>
>>> What part of Blender's C core is neglected exactly?
>
> How funny you are asking.
How long ago was that email sent and where is the code now?
Best,
Owen
On Thu, Jan 21, 2016 at 5:02 PM, Jacob Merrill
wrote:
> actually I found the email I was digging at, it appears he got it working?
>
> Hello There!
>
>
> As some of you know, I've implemented a
This: http://homac.cakelab.org/projects/JavaBlend/spec.html#GeneratingCode
The utilities package is slightly more version dependent than the facade
classes. That means, the code generator may generate an incompatible
utilities package in future versions of Blender while the facade classes
will
http://homac.cakelab.org/projects/JavaBlend/ but I did not dig for a git
etc.
On Jan 21, 2016 1:07 AM, "Owen Hogarth II" wrote:
> How long ago was that email sent and where is the code now?
>
> Best,
> Owen
>
> On Thu, Jan 21, 2016 at 5:02 PM, Jacob Merrill
I don't know if this is what your looking for
https://mail.google.com/mail/u/0/#search/add+on+java/1513f8f84cc1e25d
On Thu, Jan 21, 2016 at 12:40 AM, Jacob Merrill
wrote:
> I am not sure how the android blender players of the past handled it,
> but I know they were
Some people will get angry, but I think step 1 here is actually turning the
game engine (BGE) into a addon,
and exposing all the same data that the game engine needs to run to any
engine,
this could actually speed development of the game engine, as you could
download a addon version and try it
Jacob that's usually where it all ends up, stalled. They are trying to
write a java parser for the python code when in all actuality if the core
of blender was reorganized a bit, there would be no need for these types of
things. c is universal, blender is built on c and for ease of use the
blender
actually I found the email I was digging at, it appears he got it working?
Hello There!
As some of you know, I've implemented a toolkit, consisting of a code
generator and a runtime I/O module to map the full Blender DNA to Java
classes and allow reading and writing of files (cf. [1]).
All
I am not sure about that, you'd have to talk to the guys developing the
BGE, the code for the BGE is pretty close to blender, a lot of duplicated
code that still doesn't tackle the root issue.
How will you get people who want to play your games built with blender to
install python? Can you run
I am not sure how the android blender players of the past handled it,
but I know they were not 100% functional anyway,
I did notice a email from ton about a Java backbone thing for addons,
I will dig.
___
Bf-committers mailing list
Dear Gentlemen!
Wait - Java .Blend? I have to intervene!
> has the same issues that I described earlier, maintainability. He
> understand's blenders internals pretty well but he kinda misses the point.
> He wrote this external library that he has to maintain.
The "generated" library cannot
Yes, I can! :D
1. I like coding.
2. I was looking for a library which reads .blend in Java without
crashing, provides access to materials, animations, lighting etc.
and has no dependencies on other libraries/game engines.
3. I was naive enough to think that it will be an easy task.
On Fri, Jan 22, 2016 at 4:34 PM, Owen Hogarth II wrote:
> Before learning c I was most productive with java so I can understand also
> my second platform after linux is android which mainly uses java.
>
> How much easier would it have been to just define a JNI interface to
>
Before learning c I was most productive with java so I can understand also
my second platform after linux is android which mainly uses java.
How much easier would it have been to just define a JNI interface to
blender's c DNA/ RNA data structures and deal with those exclusively
instead of
I'm game. Pardon the pun. It wasn't intentional but it is humorous.
On Wed, Jan 20, 2016 at 11:56 PM, Owen Hogarth II
wrote:
> Hi guys
>
> I initially spoke with ideasman on irc about 8-12 months ago about this
> idea and I wanted to message this list to see if I could get
Blender is a massive code base and you've seen a lot of writing your java
.Blend library. I am interested in implementing it, it's more a refactoring
of the core blender c library which seems to put a lot of devs off,
although I do understand that code base is massive.
I am going to do this
Hi guys
I initially spoke with ideasman on irc about 8-12 months ago about this
idea and I wanted to message this list to see if I could get some support.
A lot of small teams and single dev guys use blender as a major part of
their asset creation pipeline for their 2d/ 3d games but then they
35 matches
Mail list logo