Blender Physics Sprint

Posted on October 9, 2007

The Blender Institute Amsterdam will host a 'Blender sprint', meant to speed up and synchronize development of physics code in Blender.

Dates: October 10-11

Participants: Daniel Genrich, Jens Ole Wund, Nils  Tuery, Janne Karhu, Campbell Barton, Brecht van Lommel and Ton Roosendaal

Target: speed up and synchronize development of physics and simulation related code in Blender. We currently have several modules doing different aspects of physics without much integration. Physics systems are for example:

  • Particle systems (free flowing particles for fire, gas, etc)
  • Hair or fur (grass, plants, and duplicators as well)
  • Soft Body
  • Cloth simulation
  • Fluid simulation
  • Rigid body (currently only in game engine)
  • Hinges and Constraints

Agenda topics are:

  • unified baking, layered bakes, editing bakes, bake modifiers...
  • units, how to unify among modules and how to present this in UI, and allow meters, inch etc)
  • APIs; find the common denominators in projects.... physics help lib? 
  • Uniform collision lib, spatial lookup lib, ...
    usage of external systems like Bullet
  • UI / tools aspects, design tools to use 3D window (less buttons), 
    design a great rigid body toolkit
  • threading, OpenMP
  • physics in character animation, the concept of 'controllers'

Result of the 2-day sprint will be presented and discussed during the Blender Conference as well.