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Apple Joins Blender Development Fund

blender.org

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Re: Apple Joins Blender Development Fund

#141
post #111

Earlier quoted context omitted.

And OpenGL changed massively. Going from fixed function to programmable hardware. I understand that a lot of developers want low level access to hardware - that's great for a lot of applications. But that low level access means that software is tied to hardware... and software is not forward/cross compatible. Which is a VERY big deal for pro market. Remember when Apple just "forgot" to release a pro grade desktop for…

> But that low level access means that software is tied to hardware... and software is not forward/cross compatible. Which is a VERY big deal for pro market. As a game dev - hardware dependence has been a fact of life for a very long time. There are too many useful extensions not included in the base profiles, and enough video cards combinatorically combined with those - that the most tractable path is to actually ca…

Game devs are free to use whatever API you wish. You create entertainment, not design buildings that have to last decades or industrial systems.

You have the benefit of abandoning your product 3-5 years after it's published, without anyone caring.

Re: Apple Joins Blender Development Fund

#143

This is awesome. While far from a Mac app in terms of UI norms, I‘ve found blender to feel more at home on a Mac than expensive heavy hitters like Cinema 4D which still fails to render text and icons at a native resolution out of the box. I’m a very light 3D user, but I’ve been really impressed with it.

Cinema 4D R25 (released at the end of last month) finally overhauled the user interface. It looks much better (and much more like Blender) on macOS now.

Re: Apple Joins Blender Development Fund

#144

Earlier quoted context omitted.

I've been helping add it to University curriculum because it's enabled us to contract and hire really talented and motivated people without the vendor tax of 3ds Max or Maya, and they usually have broader skill sets that we can apply elsewhere. Not knocking all the amazing people who use other software, but if you want new opportunity, use Blender!

blender grew beyond words, but I'm still not sure if it does reactive DAG propagation for animated attributes (like Maya). I was a bit shocked to read that you need to setup propagators or controllers (forgot the term tbh) to get a similar effect. Maybe I need to RTFM.

Maya's API around the DAG is unmatched, which absolutely everything in Maya is built around. If Blender would have such a thing, it would become pretty hard to justify paying the price for Maya.

Re: Apple Joins Blender Development Fund

#145
post #43

Earlier quoted context omitted.

>Counting the App Store service fee of 30% as "game revenue" is disingenuous, It was total revenue from App Store derived from Gaming Apps. I dont see how that is disingenuous. Just like Sony makes a cut from games on PS5.

> I dont see how that is disingenuous. When Apple has a total 0 input in making and marketing of said game and just charges for services - that's not revenue from games. And if you want to put a bar that low - Google makes billions from ads for games, YouTube play alongs and other services purchased by game makers. Let's also no forget Starbucks revenues from all the game devs, that definitely counts as game revenue.…

Ofttimes Sony's "input" isn't much more than "your licensing message needs to stay on-screen for another 0.5 seconds to pass acceptance test X.X". Maybe they're doing more for non-AAA devs these days?

They did help us out when we ran into issues with the dev tooling, but then so does Apple.

Source: I was lead engine dev on a couple of mid-cycle PS2 games.

Re: Apple Joins Blender Development Fund

#146
post #110

Earlier quoted context omitted.

> I dont see how that is disingenuous. When Apple has a total 0 input in making and marketing of said game and just charges for services - that's not revenue from games. And if you want to put a bar that low - Google makes billions from ads for games, YouTube play alongs and other services purchased by game makers. Let's also no forget Starbucks revenues from all the game devs, that definitely counts as game revenue.…

Apple dictate what is inside their App Store. Along with tools that partly support the Game Development. i.e Development of Metal and their Custom GPU ( At least that is the way Apple likes to formalise their argument in court ) . In reality there is no different between the role of Apple and Sony when viewed from a business perspective. No matter how big or small their input into Games. They take their Cut on Games…

Right... "Business perspective". Come back when Apple spends marketing resources on literally every single game that is published to App Store.

(Also - if you downvote, then don't bother replying)

Re: Apple Joins Blender Development Fund

#147
post #140

Apple's software and hardware arcs are coalescing into them going all in on AR/VR. Things like LIDAR, Photogrammetry, spatial mapping, USDZ / PBR and friends all come across as pretty marginal novelties on smartphones, but they are all a part of that strategy, and will make much more sense with a headset. They're coming out of the gate with a robust ecosystem. Blender is obviously a huge component of the software sta…

I would bet my life savings that Apple are developing some form of VR - maybe headsets, maybe something more interesting like a lightfield display. They're clearly very interested in this space.

I’d say that’s a safe bet considering there are 90 job openings when you search “VR” on their careers page. Exciting to see what the future holds.

https://jobs.apple.com/en-us/search?search=VR&sort=relevance...

Re: Apple Joins Blender Development Fund

#148

Earlier quoted context omitted.

Damned if you do, damned if you don’t.

No damnation involved. Just clarity about what "supporting open source" means in the context of Apple.

See: https://news.ycombinator.com/item?id=28866458

Re: Apple Joins Blender Development Fund

#149
post #148

Earlier quoted context omitted.

No damnation involved. Just clarity about what "supporting open source" means in the context of Apple.

See: https://news.ycombinator.com/item?id=28866458

You mean a comment that listed several open source projects started by Apple?

Re: Apple Joins Blender Development Fund

#150
post #14

Earlier quoted context omitted.

> Nice to see Apple supporting open-source. ... in a domain where they have either no products or their own products have clearly failed to obtain traction. Not going to happen for anything where there's an even reasonably successful Apple product, I think we can be sure of that. So yes, it is really nice to see Apple supporting Blender but let's not confuse that with open source/libre software in general.

WebKit, Clang, LLVM

Apples builds of Clang and LLVM are not open source by default.

Edit: No amount of downvoting makes me wrong, they aren't open source. The AppleClang != Clang trunk

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