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Apple Joins Blender Development Fund

blender.org

241–250 of 285 posts

Re: Apple Joins Blender Development Fund

#241
post #222

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Where are you getting your information from? None of the projects listed there were started by Apple, all of them are used in successful Apple products, and all of them have been used by both competitors, and the community.

Sorry, I was responding incorrectly to the first child comment of the one linked to > Swift, FoundationDB, Obj-C, Darwin...

Still unclear where your information is coming from. Neither FoundationDB nor Obj-C were started by Apple.

Re: Apple Joins Blender Development Fund

#242
post #110

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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…

>Apple dictate what is inside their App Store. Walmart dictates what gets put on their shelves. Should we throw them into this contest too?

Walmart does make money from games if they sell games, yes. That doesn't make them "a game company," but that isn't actually the question.

I think people -- on both sides of this little mini-debate -- may be trying to carve out too fine a distinction. Insisting that it's only correct to say that a company makes money from games if the company is developing or publishing games suggests that GameStop doesn't make money from games -- a rather hard position to defend.

Re: Apple Joins Blender Development Fund

#243

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unfortunate because blender isn't really optimal for cad. Its a mesh based modeler which makes it great for animation and demonstrations but solid level modeling thats suppose to simulate real things isn't its intention.

I kinda realized after the fact that what I wrote made it seem like I'm using Blender for CAD. (though it would be nice if it had some more CAD capabilities) CAD just happens to suffer the same pricing issue general 3D packages like Maya do. Both are expensive as hell for non-professionals. I use Blender these days mainly for direct manipulation of meshes in ways that a parametric CAD program won't let you. If I was…

As a 3D print hobbyist I use Blender as a gateway to then be able to learn so many other things in the 3D world.

It is amazingly capable but for those who want a tool to do one job well it would seem like hell.

Re: Apple Joins Blender Development Fund

#244
post #201

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I don't know why we have to keep having this discussion but Metal pre-dates Vulkan. It shipped to developers in June 2014. Vulkan didn't ship until Feb 2016. Metal is the reason Vulkan exists: Apple announced Metal in June 2014 and the first Khronos meeting about a replacement for OpenGL was hosted at Valve in July 2014 so they could rush to announce an "open standard" under development at SIGGRAPH later that year. T…

> Metal is the reason Vulkan exists That seems to give way too little credit to Mantle. Which was released in 2013 and became the basis for Vulkan.

Please re-read my parent comment. A few weeks after Apple announced Metal at WWDC Khronos members met for the first time ever to kickoff then project to replace OpenGL. I don't believe that is a coincidence. Maybe Metal was the straw that broke the Camel's back, maybe not.

I also noted that AMD donated Mantle as the starting point which is why Vulkan didn't take 5 years to finalize.

In any case claiming that Apple is somehow at fault for not adopting Vulkan doesn't make sense.

Re: Apple Joins Blender Development Fund

#245
post #235

Blender is truly one of the most incredible pieces of software I’ve ever used in my entire life. The user interface may look daunting at first glance, but it’s actually incredibly intuitive to use and contains a host of amazingly powerful features that I desperately wish would find their way into every other program I use. For example, absolutely any aspect of the interface can be bound to any key combination simply…

While I totally agree with you that Blender is a joy to use I often think how would Larry "No Modes" Tesler program Blender?[1]

[1] https://en.m.wikipedia.org/wiki/Mode_(user_interface)#Mode_e...

Re: Apple Joins Blender Development Fund

#246

I‘ve spent countless hours learning Blender over the past few months (being completely oblivious of other 3D software to that point), mostly through many excellent Youtube videos like from BlenderGuru, and I think it is the most wicket piece of software I have tried to learn in decades. It makes learning the fundamentals of vi a piece of cake. It has hundreds of features, dozens of property dialogs, and most of all i…

Sculpting mode is worth learning. Grant Abbitt has some great tutorials on that front. Though if you dive too far into that you may wanna look at getting a Wacom tablet or similar. Actually Grant has a lot of good tutorials in general on Blender.

A tablet makes a big difference. Doesn't need to be a Wacom though. There's plenty of very good much cheaper alternatives.

A small size is often better as less hand movement is required.

Re: Apple Joins Blender Development Fund

#247

Earlier quoted context omitted.

And Epic granted money to Godot: https://godotengine.org/article/godot-engine-was-awarded-epi...

While it's great that Godot is getting better funding, that's about the worst insult I can think of. Epic is so confident that Godot will never be a serious competitor that they're giving them charity money. We'll see; there was a time when Autodesk viewed Blender as an also-ran too.

Not necessarily. While Epic has an interest in selling unreal they would also benefit from people selling godot games on their store.

Re: Apple Joins Blender Development Fund

#248

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PE, French. I’m sure understanding a bit about computer graphics is at least as useful to the average person as the quadratic formula.

Is that an argument for making 3D graphics mandatory or the opposite? I am suspicious of arguments of the form: “Here’s some stupid shit people do! Let’s do more.” Although I will grant there is a seductive consistency to the logic.

It’s not an argument for or against anything other than saying it’s no more or less absurd than having compulsory classes in badminton or years of a single foreign language

There are of course more generic ways to use the time to teach in that area — teach person so finance instead of quadratic equations, teach a wide selection of introduction to language and importantly culture from a variety of places around the world instead of a single foreign language for years on end, teach personal health instead of whatever PE is, teach more generic computer concepts (what a file is, what a network is, some form of programming) rather than specific tools (be it blender or powerpoint)

But we don’t do that

Re: Apple Joins Blender Development Fund

#249

Earlier quoted context omitted.

> Metal is by far a much friendlier API than Vulkan Sure, but that was hardly the point of Vulkan in the first place. The point is to have cross-platform 3D grahipcs, but since Apple never gave a shit about anything cross-platform, they chose to write their own stuff. And if they actually did care, they could have modeled the same API as they have with Metal, but over Vulkan, so the engine is the same but the API is…

Well you can use Vulkan over Metal with MoltenVK, so that point is a bit moot. Opinion time: WebGPU will become the standard graphics API to target for cross-platform. gfx-rs/wgpu already works over Vulkan/Metal/D3D12/D3D11/OpenGL/WebGL & WebGPU in browsers. Much better than simply Vulkan, unless performance is your primary sticking point.

First they have to sort out what that frankenstein merge of C++, HLSL and Rust named WGSL is supposed to look like.

Re: Apple Joins Blender Development Fund

#250
post #193

Earlier quoted context omitted.

For Cycles, Vulkan is simply not an option. Metal compute is capable of everything OpenCL is, but is more modern / nicer / whatever, while Vulkan Compute is pretty crap and definitely can't be used as a replacement for OpenCL. The only cross platform alternative that actually works is OpenCL, but Blender is moving away from OpenCL, mostly because literally every GPU vendor is doing so as well.

AIUI, Vulkan Compute is just missing a few math-focused extensions compared to OpenCL. The OpenCL memory model is also more full-featured (i.e. it allows for general pointers) but that can be addressed via other Vulkan extensions. The more annoying variation between the two is the need to refactor the code from using "kernels" to "compute shaders", but that's just a difference in the underlying programming model.

Yeah, and is also "just" misses having an ecosystem like SYSCL or CUDA for C++, with polyglot infrastructure targeting the GPU.

Yes, there is SPIR-V, yet few care to target it in practice, besides typical shading languages.

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