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New Game Engine Publishing Addon

Blender - Vie, 06/27/2014 - 08:27

One of the common complaints with the Blender Game Engine is with publishing games. While there are many issues related to publishing with the BGE, one issue is the lack of a simple, user-friendly way to publish to multiple platforms. Steps are being taken to resolve this with a new Game Engine Publishing addon that has been recently committed to master (should be available in buildbot builds by now). This addon is intended to replace the old Save As Runtime addon, and currently provides the following improvements:

  • New panel in the Render Properties to control publishing (this also means publishing options are saved in the blend file)
  • Easier cross-platform publishing (this requires downloading the binaries for the desired platforms, see the addon’s wiki page for more information)
  • Ability to create archives (e.g., tarballs and zips) for published games
  • Ability to automatically copy extra game files (e.g., scripts, unpacked textures, logic, other blend files, etc.) when publishing

Screenshot of the current addon

This addon is still a work in progress, but users are encouraged to start playing with the addon and providing feedback. Some current goals for the addon include:

  • Creating a better way to download needed binaries for publishing to other platforms (the current operator for doing this hangs Blender until it is done downloading, which can take a while)
  • Add an option to compile scripts
  • Add a way to ignore files when copying assets (e.g., __pycache__ folders, *.xcf, *.psd‘s,)

More information about the addon as well as some documentation can be found on the addon’s wiki page.

Categorías: Diseño 3D

US Supreme Court makes the right decision to nix Alice Corp. patent, but more work needed to end software patents for good

FSF - Jue, 06/19/2014 - 23:30

The FSF, Software Freedom Law Center (SFLC), and Open Source Initiative (OSI) had co-filed an amicus curiae brief in the case, stating their position that software on general-purpose computers is not patentable.

"Today's ruling is an important and meaningful step in the right direction, but the Court and Congress must go further," said Zak Rogoff, a campaigns manager at the FSF.

Software patents force software developers, especially those who write free software, to navigate a minefield of spurious legal claims. The number of software patents has ballooned as software companies have scrambled to amass arsenals of patents to threaten each other, as in the recently exposed aggression by Microsoft against Google over smartphone patents.

In the case ruled on today, Alice Corp. had claimed a patent for an unoriginal idea, simply because it was implemented in software to run on a computer.

FSF executive director John Sullivan lauded the Supreme Court for recognizing this: "For years, lawyers have been adding 'on a computer' to the end of abstract idea descriptions to try and turn them into patents, much like kids have been adding 'in bed' to the end of their fortune cookies to try and make new jokes. We're pleased to see the Court reject this attempt and send a signal to others."

For decades, the FSF has argued that it is impossible to solve the problem of software patents by getting individual software patents struck down. The FSF will continue to work for their complete abolition, and participate actively in future legal decisions. Those wishing to become involved in the grassroots movement against software patents can get started with the FSF-hosted End Software Patents project and its prominent wiki. An analysis of the Supreme Court's ruling is currently underway on the wiki and open for public participation.

Sullivan added, "Software patents are a noxious weed that needs to be ripped out by the roots. Too many organizations are clamoring for 'reform,' thinking they can trim the weed into a Bonsai. The FSF is one of the few organizations working for the only real solution. Software on general-purpose computers is not patentable, period."

About the Free Software Foundation

The Free Software Foundation, founded in 1985, is dedicated to promoting computer users' right to use, study, copy, modify, and redistribute computer programs. The FSF promotes the development and use of free (as in freedom) software -- particularly the GNU operating system and its GNU/Linux variants -- and free documentation for free software. The FSF also helps to spread awareness of the ethical and political issues of freedom in the use of software, and its Web sites, located at fsf.org and gnu.org, are an important source of information about GNU/Linux. Donations to support the FSF's work can be made at https://donate.fsf.org. Its headquarters are in Boston, MA, USA.

Media Contacts

Zak Rogoff
Campaigns Manager
Free Software Foundation
+1 (617) 542 5942
campaigns@fsf.org

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Categorías: Software Libre

Tehnoetic, un adaptateur sans fil USB certifié FSF qui respecte votre liberté

FSF - Vie, 06/06/2014 - 22:58
BOSTON, Massachusetts, États-Unis – mercredi 21 mai 2014 – La Free Software Foundation (FSF) a attribué aujourd’hui la certification «Respecte votre liberté» (RYF) à l’adaptateur sans fil USB Tehnoetic TET-N150.
Categorías: Software Libre

To help Reset the Net, FSF launches guide to email protection

FSF - Jue, 06/05/2014 - 16:47
BOSTON, Massachusetts, USA -- Thursday, June 5th, 2014 -- The Free Software Foundation (FSF) today released Email Self-Defense, a how-to guide for setting up and using email encryption.
Categorías: Software Libre

Supporting Game Developers with Blender 2.71

Blender - Mié, 06/04/2014 - 00:19

For the 2.71 release, we’ve been working on improving support for game developers using Blender with external engines. To this end, Bastien Montagne has been working on a new FBX exporter, and I have been evaluating workflows to various external engines. Dalai Felinto has also been hard at work with Cycles baking. Below you’ll find some information on the new goodies you can expect in 2.71 for game developers.

New Binary FBX Exporter

Blender can now export binary FBX files (version 7.4). Some benefits of this new exporter includes:

  • Smaller filesize
  • Quicker exports
  • Custom properties
  • Real materials with textures linked to their properties (specular, diffuse, etc.)
  • Textures can be embedded directly in the FBX file (instead of copying to a sub-folder)
  • New “bake space transform” (only recommended for static models for now, though should work for animated ones too), which allows to get the same rotation values in exported data as in Blender, even though the coordinate system (i.e. up/front axes) do not match. So, for example, your monkey is null-rotated in Blender (-Y, Z) space, with this option, even if you export to Unity (-Z, Y) space, the monkey will still have a null rotation (in other words, the corrective rotation is “baked” into mesh data itself).
  • Writing correct axes and scale data in the FBX file (not many other apps really make use of this info yet)
  • Exporting tangent space data (normal and bitangent vectors) for meshes
  • Baked animation for both bones and objects. Note “baked” animation means that the animation is played in Blender, and all loc/rot/pos are recorded, hence all indirect animation should work, even complex ones based on constraints or drivers (resulting animations are cleaned up, to remove unnecessary keyframes and curves). There are three animation baking modes:
    • When NLA Strip option is enabled, it will export each strip as an anim stack, gathering everything that is animated by this strip. (i.e. can generate animation for several objects).
    • When All Actions option is enabled, it will check each action against each object, and if they match, generate an anim stack *only* affecting that object with that animation.
    • If none of previous options are enabled (or if they do not generate any animation), the whole scene is baked into a single animation stack.

In order to stress-test the new exporter, I got together some assets to create a simple level and a couple of characters. I then tried exporting to Unity, Unreal Development Kit (UDK), and Unreal Engine 4 (UE4). The results are summarized below, for the full notes please check out http://wiki.blender.org/index.php/User:Moguri/ExportDocs.

Unity

What works:

  • Static meshes (including UVs)
  • Skeletal meshes
  • Skeletal mesh animations (including IK constraints)
  • Flat and smooth shading
  • NGons
  • Exporting whole levels
  • Exporting materials (materials will be created in Unity with the name and color of the exported material, and embedded diffuse textures will be setup)

What doesn’t work:

  • Collision Meshes (these have to be setup in Unity)
  • Shape key animations
  • Object animations

Notes:

  • The default scale and axis options work well (Scale: 1.00, Forward: -Z Forward, Up: Y Up). Just make sure to set the scaling in Unity (it defaults to 0.1).

UDK

What works:

  • Static meshes (including UVs)
  • Exporting materials (materials will be created in UDK with the name and color of the exported material, and embedded diffuse textures will be setup)
  • Exporting meshes as collision meshes (they must be named UCX_XX, where XX is the name of the mesh that the collision mesh is for)

What doesn’t work:

  • Exporting whole levels (you’ll need to export individual assets and put them together in UDK)
  • Skeletal meshes and animations (use the PSK/PSA export instead, it is much more reliable)
  • Smooth vs flat shading doesn’t seem to work well
  • Object animations
  • Shape key animations

Notes:

  • Textures must be powers of two and a support image format (JPEG isn’t supported, but PNG is)
  • The default axis options work (Forward: -Z Forward, Up: Y Up), but scaling should be set to 100.0
  • UDK complains about an incompatible FBX version (UDK uses 7.3.0 while Blender exports 7.4.0), but things seem mostly fine
  • Collision meshes can also be created in UDK (i.e., you don’t have to rely on importing a collision mesh)

UE4

What works:

  • Static meshes (including UVs)
  • Skeletal meshes
  • Skeletal mesh animations (including IK constraints)
  • Flat and smooth shading
  • NGons
  • Exporting materials (materials will be created in UE4 with the name and color of the exported material, and embedded diffuse textures will be setup)
  • Exporting meshes as collision meshes (they must be named UCX_XX, where XX is the name of the mesh that the collision mesh is for)

What doesn’t work:

  • Exporting whole levels (you’ll need to export individual assets and put them together in UDK)
  • Shape key animatons
  • Object animations

Notes:

  • Textures must be powers of two and a support image format (JPEG isn’t supported, but PNG is)
  • The default axis options work (Forward: -Z Forward, Up: Y Up), but scaling should be set to 100.0
  • UDK complains about an incompatible FBX version (UE4 uses 7.3.0 while Blender exports 7.4.0), but things seem mostly fine
  • Collision meshes can also be created in UE4 (i.e., you don’t have to rely on importing a collision mesh)

Limitations

One currently known limitation (compared to the ASCII version) is that the binary exporter does not export shape keys, which can be imported into Unity as BlendShapes.

Cycles Baking

2.71 will also include Cycles baking. There was already a full blog post on Cycles baking, which you can find here.

How You Can Help

Grab a build from the buildbot and report issues you are running into to the tracker. You can also make suggestions on the bf-gamedev mailing list for how we can help you improve your workflow.

Categorías: Diseño 3D

Tehnoetic wireless USB adapter now FSF-certified to respect your freedom

FSF - Mié, 05/21/2014 - 23:10
BOSTON, Massachusetts, USA -- Wednesday, May 21, 2014 -- The Free Software Foundation (FSF) today awarded Respects Your Freedom (RYF) certification to the Tehnoetic TET-N150 wireless USB adapter.
Categorías: Software Libre

FSF condemns partnership between Mozilla and Adobe to support Digital Restrictions Management

FSF - Jue, 05/15/2014 - 00:35
BOSTON, Massachusetts, USA — Wednesday, May 14th, 2014 — In response to Mozilla's announcement that it is reluctantly adopting DRM in its Firefox Web browser, Free Software Foundation executive director John Sullivan made the following statement:
Categorías: Software Libre

OpenSubdiv GPU Tessellation WIP

Blender - Lun, 05/12/2014 - 20:09

Just a quick update on what’s happening in the opensubdiv-modifier branch in the Blender Git repository. This is an initial integration of GPU tessellation in Blender, it’s totally not final and still loads of work to be done to make this project master-ready. But there are some really cool results. Nothing to be mentioned in plain text, so roll the tape!

P.S. Without all that extra CPU overhead which currently happens the dragon fly cycle runs at more than 60fps!

P.P.S. Here’s the .blend file.

Categorías: Diseño 3D

Google Summer of Code 2014

Blender - Lun, 05/12/2014 - 16:48
Google has granted us 7 slots for the 2014 Summer of Code edition!

The program is already running for a while and all the students met with everyone and got familiar to our projects. Official code work started today already.

Everyone’s invited to feedback and monitor student’s progress on the SoC list: http://lists.blender.org/mailman/listinfo/soc-2014-dev
We will take special attention to coupling students with the stakeholder users!
Below are the summaries of the projects:

Alexander Pinzon – Interactive Quadrilateral Remeshing
Mentor: Howard Trickey

A lot of computer graphics objects have an undesirable topology. Many artists require changing the topology of the mesh to facilitate the process of editing and animation. In recent years, the most popular mesh topology is composed of triangles and quadrilaterals that provide several desired features by the artists. This project proposes an interactive remeshing tool that generate a quad-dominant mesh based on harmonic functions.

Paper used: S. Dong, S. Kircher, and M. Garland. 2005. Harmonic functions for quadrilateral remeshing of arbitrary manifolds.

Roman Pogribnyl – Fluid simulation MantaFlow integration
Mentor: Nils Thuerey

Blender will have a better fluid and smoke simulation solver base. Turbulence simulations will be much improved by vortex handling and wavelet turbulence support. Users will have a better control over the fluid and smoke simulation. Current Blender version allow for only one fluid domain to be present in one scene. Though it may provide control over computation resources by moving/resizing the domain, it is not always convenient. Having MantaFlow as framework allows for multiple domains. Also, problems with zero gravity in current Blender versions are solved in MantaFLow.

Thomas Dinges – Cycles Optimizations Mentor: Sergey Sharybin

I plan to improve the Cycles renderer, by improving its performance and memory usage. The items are from the official Optimization Ideas list, written by Brecht here.

Jason Wikins – Viewport FX III
Mentor: Antony Riakiotakis

This is a proposal to complete previous work on updating Blender’s viewport drawing code. Due to previous work, the Viewport FX branch of Blender no longer depends on legacy versions of OpenGL, additionally it can run on mobile systems using OpenGL ES. A large part of what remains to be done are optimization and testing. Optimization will involve finding the worst bottlenecks that diminish drawing performance and mitigating them. Since almost all drawing code in Blender has been modified by previous work, there is a potential for new visual errors to appear from previously working code, so testing has to be done. Both optimization and testing would be enhanced by involving the Blender community. Additionally, a replacement for the deprecated OpenGL selection mode needs to be implemented to accelerate picking objects in the viewport.

Inez Almeida – BGE – Cleanup & Support
Mentor: Daniel Stokes

This proposal targets some of the currently identified problems with Blender’s Game Engine. These issues include a high number of unsolved bugs, bad consistency of the user and python interface, lack of support and maintenance and poor performance for now-a-days standards. All these were acknowledged in Blender’s 2.7/2.8 roadmap, along with plans for better integration of the GE as an interactive mode.

Jonathan deWerd – NURBS Modernization
Mentor: Sergey Sharybin

I propose to revive a longstanding effort to improve NURBS support in blender with two broad goals: one, attaining import/export compatibility for common NURBS-based CAD and modeling formats, and two, adding industry- standard NURBS manipulation tools so that blender can actively participate in workflows containing NURBS primitives.

Grigory Revzin – Relative shape keys workflow enhancements
Mentor: Bastien Montagne

An update for the Shape Keys panel GUI for more productive and powerful relative shape key editing workflow to facilitate shape key-based facial rigging & under-the-hood changes to support the new GUI.

All the projects are listed here.

Good luck all the students!

Categorías: Diseño 3D

Global community rallies for International Day Against DRM

FSF - Mar, 05/06/2014 - 05:56
BOSTON, Massachusetts, USA -- Tuesday, May 6th, 2014 -- Today a wide variety of community groups, activist organizations and businesses are taking part in the 8th International Day Against DRM (DayAgainstDRM.org). The groups are united in envisioning a world without Digital Restrictions Management, technology that places arbitrary restrictions on what people can do with digital media, often by spying on them. As the largest anti-DRM event in the world, the International Day Against DRM is an important counterpoint to the pro-DRM message broadcast by powerful media and software companies. The Day is coordinated by Defective by Design (DefectiveByDesign.org), the anti-DRM campaign of the Free Software Foundation.
Categorías: Software Libre

FSF seeks full-time senior GNU/Linux systems administrator

FSF - Vie, 05/02/2014 - 19:06
The Free Software Foundation (FSF), a Boston-based 501(c)(3) charity with a worldwide mission to protect freedoms critical to the computer-using public, seeks a full-time senior systems administrator.
Categorías: Software Libre

Free Software Foundation statement on Heartbleed vulnerability

FSF - Mié, 04/09/2014 - 00:16
Today, news broke of a major security vulnerability in OpenSSL. The bug, which is being referred to as "heartbleed", allows unauthorized access to information protected, under normal conditions, by the SSL/TLS encryption used to secure much of the Internet. In response to the news, Free Software Foundation executive director John Sullivan made the following statement:
Categorías: Software Libre
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