hey guys...read this

check out this article. its pretty tasty food for thought.
Will Blender3D Change Us?

   3dsMAX has more problems than I can keep track of. These problems could easily be fixed if the 3dsMAX source code was open. I think that one day Blender3D will replace 3dsMAX, and possibly all other commercial 3d animation software. This would have a great impact on the video-game industry because it would eliminate the separation between production tools and the game engine. This separation has always been a major problem in creating games. In the current paradigm, game data must be exported from one program (production tool) into another (game engine). Both platforms are supported separately, and because of this, hack interfaces and import/export/parser code must be maintained. This maintenance adds up to well over half of the programmer's time being wasted. Things are also just as inefficient for the level designers and artists. Game logic and game visuals cannot be properly visualized within the production tool, thus they are forced to work within the awkward loop of export/wait/inspect/edit/and export again. 

   So why has this inefficiency lasted for so long? Both production tools and game engines already share the same data, so in theory they could be a single application. The reason for this lack of integration is that the game studio has its hands full with just making the game. There is no time to write a decent set of production tools from scratch. It makes more sense to buy tools, like 3dsMAX off the shelf. But why must we start from scratch, and why must we work alone? What about open source software? Until recently, there has never been an open source production tool and game engine that has had any real muscle – at least in comparison to commercially available software. On Sunday October 13 2002 the Blender Foundation released Blender3D as free open source software – this changes everything.

   The unified pipeline of production tool and game engine will have a dramatic impact on the way we make games. However, the greatest potential lies with the community that may contribute code and enhance Blender's features. I have always wondered, what would happen if all the game developers worked together and shared code? It seems very logical since half the code we all write is redundant between the studios. Would the sharing of code destroy the game industry? Game studios are not in the business of selling game engines, we sell games. If we only sold game engines – we might be in trouble.

   If all programming efforts were pooled together, we would have more rapid development of technology. But would the progress be so rapid that it would put many game programmers out of work within a few years? This is a hard question to answer. I only know that the elimination of redundant code will help the industry by freeing up programming time for real innovation.

   Let's take a look at Linux, why is IBM putting one billion dollars into Linux and not BSD? BSD is well known to be the more mature, refined, and a generally better Unix than Linux is. BSD is open source and freely available. So why then, if BSD is better, is Linux getting all the money? Strangely, the reason is because BSD is overly free, its particular open source license (The Berkley BSD license) allows for the code to be taken and used in any way. It does not mandate that the code be returned to the community. The community can have awesome power, greater than any single company. This lack of community is the reason IBM and many others, are investing in Linux instead of BSD.

   Blender and Linux are covered by the GNU General Public License. This license mandates that any changes to the code must be given back to the open source community. http://www.gnu.org

   Blender has a lower total cost of ownership (TOC) than commercial 3D animation software. Let's take a large publisher like Activision for example. They have eight subsidiaries; each of these studios has between thirty and fifty people. With a yearly upgrade of 3dsMax costing $800, this comes to approximately $200,000 per year. If instead $100,000 per year were put into Blender development; Blender would soon have more features and out perform 3dsMax. At that point I would estimate $50,000 per year as adequate to sustain Blender, and keep it up to date.

   Now why would we (publishers and studios) want to invest money in open source software? Well, we already spend a lot of money on software that we do not own; i.e. we do not hold the copyrights or the source code to 3dsMax. Why are we investing in someone else's proprietary software? When we buy commercial software, that is essentially what we are doing.

   Make a donation to the Blender Foundation so they may continue their good work on Blender3D.

What Makes Blender3D Cool:

Rapid development by a worldwide collaborative community.

Unified pipeline of production tools and game engine.

It is open source.

Lower TOC.

Runs on many platforms: Windows, BSD, IRIX, Solaris, MacOSX and Linux

Python scripting

On The Horizon for Blender Development:

GUI editing of game logic proposal by Jonathan van Wunnik. (click here)

Next generation UI by Eskil Steenberg. (click here)

Article written by Brett Hartshorn http://www.initialprairiedog.com for GFXartist.com

http://www.gfxartist.com/features/articles/9002

wrong forum

Not your job to say so.

It would indeed get more relevent answers in the New & Chat forum.

Martin

you guys are probably right. i should have put it there in the first place. %|

nice article! i am more into animation, but i think that blender has enough potential to be a leading player in the animation industry, just like in the game industry

Cool :smiley:

wow! :smiley: thanks for the friendly “pat on the back” for us moneyless blenderians! :wink:

Interesting, but i hardly see blenders game engine ever being an integrated tool for professionals. I mean, its no half life 2 engine.

Its also something i call the Barret Effect after a guy my dad works with. People just wont believe that a free program can do anything besides an “introduction” to higher end 3d programs (something that i dount believe in, the same as i dont believe in high-end paintball guns).

Some people will just buy into the hype that a $3000 program is somehow inherently better out of the box.

Ive used other packages and absolutely hate them. Cinema 4D, 3ds, lightwave. I prefer just pure mesh modelling, i rarely use curves, i rarely even use subsurf. I hate the clunky mesh editing of commercial packages, and i hate how they expect you to use surfaces and crap like that all the time. I want to MODEL, not enter paramaters and measurements to form some blob into an object.

But then again for me its a hobby, its just something i do for fun, i have no intention of ever trying to get a job in the “industry” mainly because theres about a billion people better then me.

Enos,
I think you are missing the drift. The open source model is very commodious to tremendous advancement of software. My limited exposure to the industry has revealed that most companies buy a license of some kind($$$$$$) and some technical help to develope the licensed software to their specific needs.
The point of the article is the exact reason film gimp (cinepaint) has developmental impetous. http://freshmeat.net/projects/cinepaint/?topic_id=108 For example.
Blender in it’s current state allows for software enhancement “in house” and then it is often shared with the public.
We really are just getting the ball rolling. Judging by the response of the server traffic I would say new and refreshing resources will be added to development soon and that will reflect in blender enhancement in ways few could imagine not long ago.