Let’s cherish what we agree on and enjoy the freedom of a configurable workflow that will enable you to do what you think is best… for making 3d art, games, film and animation!īlender you need to add the cycle rendering to the game logic. Let’s take a break from our demanding release cycle, rethink it all, but not for too long. But we also shouldn’t stop dreaming up a good future for Blender. I realize we have to be realistic now, not everything will be possible. It was a very exciting period where a lot of new things were possible and could happen, even though we didn’t finish everything… it gave us quite a solid foundation to build on, attracting a lot of new developers and great features. Seven years ago, back in 2008, we also took a break for more than a year, to get the 2.5 project started up. The Sprint results get presented and reviewed during further on sessions during the Blender Conference.Let’s make it public as good as possible. Sprint sessions can be in parallel too – UI, Viewport, Physics, etc.Together they then invite persons more, until we have 12 (?) people. Proposal: we do this invitation-only: First we invite the 5 most active contributors of past years.But it’s also more efficient to keep it compact. Also key user/contributors have to be on board. We should try to get someone from every (active, involved) module team on board.Travel and hotel covered for by BF (and Dev Fund, or a new fund raiser?).Four days of workshops and design sessions.This we can further discuss during the Blender Conference as well. We should also meet and have good feedback sessions on it. In the coming months we can discuss and review the plans and make sure we’re 100% aligned on the 2.8 targets and for other work during the coming years. Blender 2.8 Workflow Sprint (not yet scheduled) We just need to take a break of 9-12 months now, to make it work for real. The article for the roadmap of 2014-2015 is still valid in my opinion. Bring back the fun in Blender coding! :).… start collecting the list of bigger redesign issues we need to for a 3.0 project Make Blender ready to survive until 2020, but….Stick to existing Blender data structures and code design for as much as possible.We reconfirm and where needed update the 2.5 spec docs.Spend time on organizing ourselves better, agreed designs should lead to more empowerment.The 2.8 series is allowed to be not 100% compatible with 2.7x.Module teams are empowered to cleanup quite radically and get rid of legacy code.Move development to special 2.8 branch(es).Asset managing and browsing, linking, references, external files in general.Particle nodes, hair nodes, simulation nodes, modifier nodes… Don’t add the half finished Gooseberry targets but take the time needed to code it well:.Invite the GE team to rethink game logic editing, to use viewport and new physics.A better designed integration of physics simulation in Blender.Viewport project, including a PBR quality engine/editor that could replace BI and GE render.Proof of concept: the stripped “Blender 101” for high school kids. UI work: wrap up Python configurability project, make Workflow based configuring possible.Obviously, for the crucial fixes and smaller (stable) features we can do update releases 2.77, 2.78 and 2.79. The 2.76 release then would be the last ‘real’ version we do until 2.80 somewhere in 2016. Just like for 2.5, the proposal would be to take a bigger leap to a bigger release by not releasing for a year. So – it’s time to act and gather the troops to refocus and get back energy, to maximize involvement from everyone who’s active in and make sure Blender can survive for many more years. Where are we heading? Who does what, and how do we decide on things? I think everyone has noticed that we’re floating too much, things are not clear. As a result we then don’t have time for design docs, for planning, logs and in-depth sessions with the module teams, and have no time for the artists who are involved to make sure we’re well aligned and know what to do. The bug and patch tracker duties are keeping the best of our developers away from their own targets. Instead too much time goes to releases, bug fixing, reviews, maintenance and support topics. I’ve written this because we keep missing bigger development targets – we don’t have enough time for larger projects. This is a proposal for work focus on for the coming year.
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