Bforartists 2

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threedslider's picture
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Bforartists 2

Hi Reiner,

Long time no see you, how are you ? Smile

I would ask you what would look like for Bforartists 2 in terms Gui ? what features you will work based on Blender 2.80 ? who work for Bforartists 2 ? what is your plan for future Bforartists ?

Happy coding !

 

 

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Reiner's picture
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Hi

Hi Smile

The roadmap is set in the manifest thread. https://www.bforartists.de/content/bforartists-2-manifest

In short, we will merge Blender 2.8 into Bforartists, check what old changes to keep and what to revert, and then look what can be further improved. Usual candidates are double menu entries, easy menu access, changes at the keymap, getting rid of the monochrome icons, and so on.

And the size of the staff depends of who wants to work at something. I cannot speak for others here. Every helping hand is welcome :)

Kind regards

Reiner

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threedslider's picture
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Joined: 05/30/2018 - 18:03
Hi Reiner,

Hi Reiner,

Saw you in Cgtalk forum, not finished to study the source code from Blender 2.80 cause i was in 2.79, you think if we can bright new feature as 3D tool for polygon and better new game engine integration vs old BGE(deprecated and not upbge), is it good for your dev ? (cause i let other to make better icons)

If you want i can join your team, still new and intermediate to my dev.

my todo :

- new tool for modeling

- Non linear animation

- Game engine (python or lua?)

- node based workflow as advanced

- planar tracking, rotoscoping and true 3d tracking

- Cycles more powerful

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Reiner's picture
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Hi threedslider

Hi threedslider Smile

Yes, i couldn't resist to throw our hat into the ring too I-m so happy

The biggest problems is not to implement such features. But to maintain it then. I already get killed by keeping just our handful changes at the C code in sync with the Blender repository. That's why the best option is of course to work with the Blender developes. There are some hurdles though. Committing patches to them is a gamble. And even when they accept it then, it can take years until it finds the way into their source code. There is no game engine anymore and so on.

But looking at your list we would most probably run into problems in Bforartists too. We don't have a game engine anymore neither. Something that i don't really want to change, sorry. When you want to make a game, then you are simply better suited with Unity or Unreal or Godot.

The new modeling tools and updating the motrack workflow sounds interesting though. Do you plan to add the modeling features with an addon, or natively integrated into the source code?

Everything node based is in the Blender pipeline already.

I know that somebody managed to speed up Cycles by a fair amount. But wasn't that a commercial story then?

Kind regards

Reiner

 

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threedslider's picture
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Joined: 05/30/2018 - 18:03
Aww ok... I will proposed to

Aww ok... I will proposed to Blender team but thank you.

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NigeC's picture
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Games... there's Arnory as

Game engines... there's Armory as well.. doing another would be like re inventing the wheel Wink
https://armory3d.org

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threedslider's picture
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No i think i would like to

No i think i would like to create my own game engine because it suits to me my need and other peoples.

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Reiner's picture
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Nice dream. But the problem

Nice dream. But the problem is the required manpower. At Unity there are currently over 1200 people working. Fulltime. At Unreal there are around 200 active developers from what i remember. Fulltime. Even Godot has a few dozens developers. And now come up with something decent in part time development and alone which is able to compete with what they do. That's simply impossible. And then you also need to do support, write a manual, tutorials, do community work ...

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