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Apple Joins Blender Development Fund

blender.org

251–260 of 285 posts

Re: Apple Joins Blender Development Fund

#251

Earlier quoted context omitted.

Vulkan isn't a viable alternative for Apple. Apple wants to give developer an easy to use API to encourage them to use it as much as possible. Vulkan does not offer that.

Why didn't they just build a higher-level API on top of Vulkan then? Surely it's not a lack of developers, interest or resources, is it?

If they have to build their own snowflake on top of others API, specially since Khronos doesn't care about C++ as shading language, why bother?

Re: Apple Joins Blender Development Fund

#252

Earlier quoted context omitted.

They've already deprecated OpenGL. Drivers on macOS are locked at OpenGL 4.1, which is missing a whole lot of nice features. Not because the hardware doesn't support them, but because Apple doesn't want to keep maintaining OpenGL. And why would they? OpenGL is really unpleasant from a hardware manufacturer's / integrator's / OS author's perspective, it makes app ports for mobile that much harder unless you're using G…

>> And why would they? OpenGL is really unpleasant from a hardware manufacturer's / integrator's / OS author's perspective That's exactly why they should keep it. Now all those CAD programs that use older OpenGL features have to figure out how to do things that are not supported by Metal. Vulkan initially forgot about this market as well and had to add some things back in. There is Zink to handle compatibility, but t…

Except some of those CAD programs already support Metal.

> To prepare for future Mac OS changes, AutoCAD 2021 for Mac uses a new graphics engine: Metal.

https://knowledge.autodesk.com/support/autocad-for-mac/learn...

Re: Apple Joins Blender Development Fund

#253
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...

I feel like if you wanted a no-modes blender you'd need to split it up into 5 or 6 separate programs. There's the vertex modeling aspect, the camera and object tracking aspect, the video editor aspect, the sculpting aspect, and probably a half dozen more things I'm forgetting.

Blender is an absolute massive collection of interrelated functionality. It's mental that they managed to make it all work so well.

Re: Apple Joins Blender Development Fund

#254

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…

In my experience sculpting is much easier to learn than the vertex-twiddling side of blender. Start with a cube. switch to sculpt mode. Find the remesher and give it a poke. That'll subdivide the cube. try some of the sculpt tools, most are pretty self explanatory. Remember to poke the remesher whenever the mesh faces get too distorted.

It's quite a nice workflow for organic shapes.

Re: Apple Joins Blender Development Fund

#255

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…

> It is highly extensible through plugins, mostly written in Python, though, unfortunately, lower layer operations are only exposed in C++. Other than cycles all the plugins are written in python—there is a C++ api generated at the same time as the python one but afaict only cycles uses it. Haven’t done any blender stuff in quite a while so I could be (hope I’m) wrong. Though, with a little gumption, it isn’t all tha…

When looking (briefly) at the API documentation, I was mostly interested in mesh manipulation - and there it says "Currently, for more advanced features such as mesh modifiers, object types, or shader nodes, C/C++ must be used." (https://docs.blender.org/api/current/info_overview.html#inte...)

Re: Apple Joins Blender Development Fund

#256
post #108

Earlier quoted context omitted.

We had a class on Blender in high school (mandatory even!) and it was very popular. A lot of people in our school played with Blender in their free time in the following years.

Why would a Blender class in high school be mandatory??

We had a mandatory "informatics" class in all years (age 6 to 18).

At start we learned how to use computers and programming in logo. Age 10 was HTML. Then there was a year for OpenOffice, a year for 3D graphics in Blender (I think when we were like 14). We had some lessons on vector graphics in Inkscape. Some lessons on audio editing in Audacity. We learned some Unix basics. Later we returned to HTML and learned CSS.

Age 13 we learned C, the more motivated ones continued with Allegro and later C++. Age 15 PHP and SQL There was also a semester on finite state machines, but that was much less popular among students.

I graduated in 2010 and I am very happy regarding the curiculum my teachers built (out of their own volition and motivation).

Nowadays I think they also do Python and focus more on generic internet researching / verifying information.

Re: Apple Joins Blender Development Fund

#257

Earlier quoted context omitted.

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.

I think it's nice to learn a bit of many things. It gives you a better idea about what you want to do after graduation.

Re: Apple Joins Blender Development Fund

#258

Earlier quoted context omitted.

>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…

For the sake of clarity I just add something.

The reason why Walmart or GameStop wouldn't be counted in Game Revenue is because they belong to Retail segment. Even if they were to be counted I think retail label would have to be inserted somewhere.

Neither Walmart or GameStop contribute anything to the actual making of Games. They have added zero value to the making of Games in that value chain and act as distribution only ( and arguably discovery in terms of foot traffic ). Since Retail is a clearly defined term, It is perfectly valid to suggest ( Apple's ) App Store as similar to Walmart and GameStop. But I dont think anyone would agree Apple == App Store. Apple as a Platform ( providing tools and support ) Apple as a Publisher ( Buy apps from you and resold to their customers ) and Apple as a Distributor ( App Store ).

It is all about the value creation and where the cuts are taken. It is also the reason why most of the debate about Apple becomes pointless where these aren't clearly defined in the argument. Although Judge Rogers seems to be able to dissect all of these in a very clear manner.

Re: Apple Joins Blender Development Fund

#259
post #256

Earlier quoted context omitted.

Why would a Blender class in high school be mandatory??

We had a mandatory "informatics" class in all years (age 6 to 18). At start we learned how to use computers and programming in logo. Age 10 was HTML. Then there was a year for OpenOffice, a year for 3D graphics in Blender (I think when we were like 14). We had some lessons on vector graphics in Inkscape. Some lessons on audio editing in Audacity. We learned some Unix basics. Later we returned to HTML and learned CSS.…

Wow, where's this school with such program? Back in my day, we had BASIC programming on TI calculators. Younger (french) children i meet don't even have programming lessons, they're just taught how to use Microsoft Office and laposte.net webmail... just enough tech proficiency to be efficient wage-slaves, but no political/technical reflections.

Re: Apple Joins Blender Development Fund

#260
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…

> I’ve never used any software of any kind that even came close to putting this much raw control into the user’s hand.

Features you are talking about are present in many other professional 3d packages.

The impressive thing about blender is not it's feature set, but the fact that we can seriously compare a piece of FOSS software with professional products that cost thousands of dollars.

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