The idea is how Microsoft can make money off of linux.. And Dvorak's idea is to replace the windows kernel with linux, and have all the device driver stuff interfacing with the windows layer, with linux running atop.. I don't think there would be a problem with this as the Operating System only offers stuff like hardware and software interrupts to the device drivers, there is little OS management there.. You could probably do it such that any operating system could interface with it.. And I'm not sure about how the GPL would be able to interfere.. All Microsoft has to do is offer up a good API, then develop open source implementations that allow linux to use the device driver API.. They could keep the Linux open source, but they could leverage the device drivers and devices.. Realistically, this is what they have done all along.. Its like freeing up the city only to dictate the ports of entry.
BTW probably 40% of those were the ones that got the pay pal phishing mail.. Its amazing these people don't bother to read the web source to determine where the links in the email are going.. Its even more amazing, email programs are not designed to compare the receiving email to the links in the email, if they come from different domains, its a sign that the email is phish..
I don't use compilers anymore.. I did in college, but being a web programmer I use only interpreters.. But I never stop thinking about optimizing my code, I don't trust the interpreter to make things faster..
What I do in PHP, for instance is
$a = &$b;
Which is a pointer assignment..
But for some strange reason, everyone says this is slower than
$a = $b;
Which really doesn't make sense..
Re:PLEASE TON DON'T OPEN SOURCE BLENDER
on
The Blender Book
·
· Score: 1
Its not near death, NaN got 5 million
angel investment last april, if you do the
math that's enough for two years of
development. They are working on the game
engine and B@rt told me while I was at
gameblender conference that they want to go for
the virtual world market.. Allowing game designers to connect blender games together..
When you go to the blender site, you are not
talking to Ton's crew anymore, you are talking to B@rt and the business side of NaN which is
about 6 business people.. The engineers are in Eindenhoven working on the full gameblender..
I don't think he plans to open source it,
its still too popular..
3dmax was never intuitive, get reall..
If you want intuitive get Truespace (aka Caligari which has been around for almost two decades [see
amiga and turnkey systems]).. 3DMax is
only useful with plugins, without it its worse
than blender. I would rather use Lightwave than 3DMax but lightwave lacks perspective modelling,
something that few 3D apps have like Maya and
3Design (TDI Explore), Softimage..
3Dmax is only the most pirated 3D app on the net,
that's why its more popular.. Blender is free,
and people instantly assume its not useful for anything. Its practically the fastest rigid body
modelling program and it does quite well for
organic modelling as well.. Its not meant to be a all around 3D app like Max.. It was first designed to be a game design kit for NeoGeo (the
internal copy can toast Playstation games).
Ton released it as a 3D app first because the game side was a bit proprietary and the source
code a bit unstructured because it was designed
In-house to make games and multimedia presentations. NeoGeo decided not to make games,
they decided to make multimedia presnetations and
Ton went off on 60K of his own money to develop
the package fro a year.. Then he took a vacation
in greece, for three weeks and wrote the
manual. He then tried to make money
selling C-keys and the manual.. That didn't
work so well.. Once he got angel investment of
5 million, he decided to make the package completely free and bought together some of his
friends from past projects to help him out
in making NaN into a startup.. He hired 10 engineers, and is supposedly developing the game engine..
I know Ton and the crew, a bit of a black sheep,
though, I did attend game blender with 30 others,
and we did have fun and saw a lot of the early
blender and NeoGeo work.. Ton was first a artist
before he became a programmer, he painted
in his youth up until he was 30, and then started
NeoGeo.. He is very talented an considering
he made most of blender by himself, considering
the complexity of the interface and considering that 3DMax used some kind fo canned library
and was developed by 10s of engineers for Autodesk.. The comparison is a bit unfair, but
I'm not backing out on what a terrible interface 3DMax has, the fact that instead of using construction history that Maya has, they use stack modification, it really only appeals to
engineers who just learned how to art, and not
to the general population..
They already ran out of their Five million of angel investment given to them last April?
I think they are simmering on the game engine..
Kiernan
Blender is great! However its not perfect..
on
The Blender Book
·
· Score: 1
/// This is a copy, formatted better..
I have used blender for over 3 years..
Its not that hard to use, compared to something
like Maya or 3DMax.. Its actually very intuitive
once you understand how it works.. However it
does have bugs as did Animation Master and Alias
for most of the first several years the packages
were released. However what a lot of people hate about blender is it doesn't support ray-tracing,
that's a bit of a thorn in the side, there are ways to fake a lot of stuff, but its not for people who want to simulate reality. Its mostly for people who want to get stuff done quickly..
Toy Story is a perfect example of faking reality, it was entirely rendered (not ray-traced). BugsLife did contain some ray-tracing, but Gerry's Game didn't, and I'm pretty sure Shrek didn't contain a whole lot of ray-tracing.
Blender uses reflection mapping, which is excellent for simulating metals. It's lights are
not accurate but using layers you can get the effects you want. I would suggest learning how
to use surfaces instead of polygons.. The NeoGeo
guys liked polygons but their best feature is
the surface modelling.. Maybe I'll write a tutorial on it, unless ol' Carsten beat me to it.. Carsten I owe you a Heiniken!!
Anyhow, the biggest things lacking are accurate
Inverse Kinematics with surface deformation and support for texture vertices. The game engine for blender does support texture vertices and there is a rudimentary texture vertex like support using sticky vertices. You also can't import or export texture vertices. The accurate IK (ball & joint) is needed to do real character animation,
limiting Blender to just BAbylon 5 style animation, flying static things, railroad trains, rollercoasters, etc.. Non-character animation..
I take that back, it is possible but you have to use vertex interpolation (3D morphing).. Look in the book for vertex keying. There is also facial-keying support. There is a more intuitive method of producing walks (out of M&M's commercials) using vertex keying, even though its like playing with clay without a armature. See my website, the character animation in the bird was done mostly with vertex-keying and rotation-about-target and vertex selection brush (in edit mode type B twice).
Some of blenders strengths: duplication/instantiation, and the first program where you can select a number of objects that are
instants and make them duplicates, and vice versa. Lofting of surfaces is intuitive and
the same key command can be used to complete a face in polygon mode "f", for face (or fill), however you want to look at it. You can
do adobe-after effects like image sequencing
even before you have your rendering done (programmers out there will remember lazy evaluation from their LISP programming experience), blender has lazy compositing (a film strip can be a scene).
The biggest feature of blender is everything is in one file, and files are more or less forward and backward compatible, so if you have a older
version of blender, you can load newer files in
(don't hold your breath though because game blender files won't exactly show up correct in a
old 1.6 version of blender).. Blender also
has python support (MEL users in Maya would respect this).. No feature for creating MEL like scripts from a sequence of performed commands..
Animation scenes can be copied (the entire scene,
including objects, cameras, lights, motion),
the motion can be instanced (linked) in two
scenes, meaning you change motion in one it changes in the other.. Actually everything
is capable of being done this way. You can have
material attributes on objects change over time.
The buttons used for moving and zooming in the
3D view can be used in the interface to zoom..
If you need to enter precise values into a
parameter, hold the shift key down and click on
the entry (this is true of most all parameters)..
Read my comment about making "Logo's openly interpretted"..
Linux companies shouldn't discern, they are competitors god forbid.. Why not give power to the people.. And make it impossible for any company to moderate the data.. Maybe better would to release all moderation logs to the world made by the company on its own data and open source its internal code aside from its own personal data for maintaining the database.. There has to be some distributed model to solving this problem that is anonymous and fool proof??
The idea is how Microsoft can make money off of linux.. And Dvorak's idea is to replace the windows
kernel with linux, and have all the device driver stuff interfacing with the windows layer, with linux running atop.. I don't think there would be a problem with this as the Operating System only offers stuff like hardware and software interrupts to the device drivers, there is little OS management there.. You could probably do it such that any operating system could interface with it.. And I'm not sure about how the GPL would be able to interfere.. All Microsoft has to do is offer up a good API, then develop open source implementations that allow linux to use the device driver API.. They could keep the Linux open source, but they could leverage the device drivers and devices.. Realistically, this is what they have done all along.. Its like freeing up the city only to dictate the ports of entry.
His ego..
Oh and his keyboard sucks..
PS- Wintel devices are the number one way to
kill linux support, and kill off a good number of
device vendors.
We'll just buy from China if Microsoft eliminates a number of our device drivers for linux.. China will surely embrase Linux centric drivers..
PAY PAL
BTW probably 40% of those were the ones that got the
pay pal phishing mail.. Its amazing these people
don't bother to read the web source to determine
where the links in the email are going.. Its even more amazing, email programs are not designed to compare the receiving email to the links in the email, if they come from different domains, its a
sign that the email is phish..
I don't use compilers anymore.. I did in college,
but being a web programmer I use only interpreters.. But I never stop thinking about optimizing my code, I don't trust the interpreter to make things faster..
What I do in PHP, for instance is
$a = &$b;
Which is a pointer assignment..
But for some strange reason, everyone says
this is slower than
$a = $b;
Which really doesn't make sense..
Its not near death, NaN got 5 million
angel investment last april, if you do the
math that's enough for two years of
development. They are working on the game
engine and B@rt told me while I was at
gameblender conference that they want to go for
the virtual world market.. Allowing game designers to connect blender games together..
When you go to the blender site, you are not
talking to Ton's crew anymore, you are talking to B@rt and the business side of NaN which is
about 6 business people.. The engineers are in Eindenhoven working on the full gameblender..
I don't think he plans to open source it,
its still too popular..
-Kiernan
3dmax was never intuitive, get reall..
If you want intuitive get Truespace (aka Caligari which has been around for almost two decades [see
amiga and turnkey systems]).. 3DMax is
only useful with plugins, without it its worse
than blender. I would rather use Lightwave than 3DMax but lightwave lacks perspective modelling,
something that few 3D apps have like Maya and
3Design (TDI Explore), Softimage..
3Dmax is only the most pirated 3D app on the net,
that's why its more popular.. Blender is free,
and people instantly assume its not useful for anything. Its practically the fastest rigid body
modelling program and it does quite well for
organic modelling as well.. Its not meant to be a all around 3D app like Max.. It was first designed to be a game design kit for NeoGeo (the
internal copy can toast Playstation games).
Ton released it as a 3D app first because the game side was a bit proprietary and the source
code a bit unstructured because it was designed
In-house to make games and multimedia presentations. NeoGeo decided not to make games,
they decided to make multimedia presnetations and
Ton went off on 60K of his own money to develop
the package fro a year.. Then he took a vacation
in greece, for three weeks and wrote the
manual. He then tried to make money
selling C-keys and the manual.. That didn't
work so well.. Once he got angel investment of
5 million, he decided to make the package completely free and bought together some of his
friends from past projects to help him out
in making NaN into a startup.. He hired 10 engineers, and is supposedly developing the game engine..
I know Ton and the crew, a bit of a black sheep,
though, I did attend game blender with 30 others,
and we did have fun and saw a lot of the early
blender and NeoGeo work.. Ton was first a artist
before he became a programmer, he painted
in his youth up until he was 30, and then started
NeoGeo.. He is very talented an considering
he made most of blender by himself, considering
the complexity of the interface and considering that 3DMax used some kind fo canned library
and was developed by 10s of engineers for Autodesk.. The comparison is a bit unfair, but
I'm not backing out on what a terrible interface 3DMax has, the fact that instead of using construction history that Maya has, they use stack modification, it really only appeals to
engineers who just learned how to art, and not
to the general population..
-Kiernan
They already ran out of their Five million of angel investment given to them last April?
I think they are simmering on the game engine..
Kiernan
/// This is a copy, formatted better..
I have used blender for over 3 years..
Its not that hard to use, compared to something
like Maya or 3DMax.. Its actually very intuitive
once you understand how it works.. However it
does have bugs as did Animation Master and Alias
for most of the first several years the packages
were released. However what a lot of people hate about blender is it doesn't support ray-tracing,
that's a bit of a thorn in the side, there are ways to fake a lot of stuff, but its not for people who want to simulate reality. Its mostly for people who want to get stuff done quickly..
Toy Story is a perfect example of faking reality, it was entirely rendered (not ray-traced). BugsLife did contain some ray-tracing, but Gerry's Game didn't, and I'm pretty sure Shrek didn't contain a whole lot of ray-tracing.
Blender uses reflection mapping, which is excellent for simulating metals. It's lights are
not accurate but using layers you can get the effects you want. I would suggest learning how
to use surfaces instead of polygons.. The NeoGeo
guys liked polygons but their best feature is
the surface modelling.. Maybe I'll write a tutorial on it, unless ol' Carsten beat me to it.. Carsten I owe you a Heiniken!!
Anyhow, the biggest things lacking are accurate
Inverse Kinematics with surface deformation and support for texture vertices. The game engine for blender does support texture vertices and there is a rudimentary texture vertex like support using sticky vertices. You also can't import or export texture vertices. The accurate IK (ball & joint) is needed to do real character animation,
limiting Blender to just BAbylon 5 style animation, flying static things, railroad trains, rollercoasters, etc.. Non-character animation..
I take that back, it is possible but you have to use vertex interpolation (3D morphing).. Look in the book for vertex keying. There is also facial-keying support. There is a more intuitive method of producing walks (out of M&M's commercials) using vertex keying, even though its like playing with clay without a armature. See my website, the character animation in the bird was done mostly with vertex-keying and rotation-about-target and vertex selection brush (in edit mode type B twice).
Some of blenders strengths: duplication/instantiation, and the first program where you can select a number of objects that are
instants and make them duplicates, and vice versa. Lofting of surfaces is intuitive and
the same key command can be used to complete a face in polygon mode "f", for face (or fill), however you want to look at it. You can
do adobe-after effects like image sequencing
even before you have your rendering done (programmers out there will remember lazy evaluation from their LISP programming experience), blender has lazy compositing (a film strip can be a scene).
The biggest feature of blender is everything is in one file, and files are more or less forward and backward compatible, so if you have a older
version of blender, you can load newer files in
(don't hold your breath though because game blender files won't exactly show up correct in a
old 1.6 version of blender).. Blender also
has python support (MEL users in Maya would respect this).. No feature for creating MEL like scripts from a sequence of performed commands..
Animation scenes can be copied (the entire scene,
including objects, cameras, lights, motion),
the motion can be instanced (linked) in two
scenes, meaning you change motion in one it changes in the other.. Actually everything
is capable of being done this way. You can have
material attributes on objects change over time.
The buttons used for moving and zooming in the
3D view can be used in the interface to zoom..
If you need to enter precise values into a
parameter, hold the shift key down and click on
the entry (this is true of most all parameters)..
And the list goes on..
The list goes on..
-Kiernan
////
Read my comment about making
"Logo's openly interpretted"..
Linux companies shouldn't discern, they
are competitors god forbid.. Why not
give power to the people.. And make it impossible for any company to moderate the data..
Maybe better would to release all moderation
logs to the world made by the company on its own
data and open source its internal code aside from
its own personal data for maintaining the
database.. There has to be some distributed model
to solving this problem that is anonymous and fool proof??