The Blender Community has really stepped up - the Blender Development Fund is now raising an amazing 25 THOUSAND Euros per month! This means that five core members of the 2.8 Code quest can be retained full-time, which will boost Blender's progress tremendously.
The second goal of 50k/month means we'll be at the same level of development speed as the Blender 2.8 Code Quest, so if you're not a supporter yet please consider becoming one!
(Also, I think Hjalti does not need to look sad in that picture on the BDF website now anymore).
I hope you're now a little closer to the game engine, if years ago had focused on BGE, we would have an Eevee or more advanced real-time modeler. Later than ever before, maybe now we can count on a modeler and a game engine, which can exchange tools and resources with each other.
What for, when Armory 3D is out there, integrated into Blender as tight as it can be?
Armory 3D does not even want to export a full game. Uses horrible language for object orientation. Have no illusion that good game will only be done with logicbricks. And practically everything that is applied in the BGE can be used in the eevee. Eevee things like: ambient occlusion, motion blur, bloom are trivial in crye engine, Unreal Engine, unity 3D. Armory without using python became unnecessary, the armory's orientation is horrible. Almost one page is used to orientate the object, in unity for example with a simple (transform.Translate.x) move object, simple, practical. And that makes all the difference, especially when developing something complex. With short codes, if things get done faster, check bugs faster. Only those who have tried to develop something know how laborious it is, and also knows that there is no use an engine with beautiful graphics if to program in it you have to write pages where it should be just lines.
Looks like we are talking about different Armory's
"Armory 3D does not even want to export a full game" - weird. I have no problem exporting my applications. Just set up export options and hit Build or Publish.
Learning Haxe is also not such a big deal. Yeah, the engine has some issues and bugs here and there, but it hasn't even reach version 1.0 yet. So overall it shows huge potential.
Anyway, considering amount of free powerfull game engines out there, Blender developers now have waaaaaay more important directions to cover. Absolutely no need to waste time and effort for yet another half-baked BGE
"Absolutely no need to waste time and effort for yet another half-baked BGE", this kind of retrograde thinking that postponed something modern like Eevee. UPBGE is a beautiful example, more mature, with dedicated group already incorporating technology 2.8. "Anyway, considering amount of free powerfull game engines out there" thought so delaying the evolution of the blender. Virtually everything you see in eevee today exists in a game engine. So is it better to just look at then copy from other programs? This kind of thinking is what made the blender limited. It is unnecessary an external game engine, one can incorporate one and exchange features between game engine and eevee. Implied even in faster evolution, example: Animation Nodes in Blender 2.8. Basically it's a new logicbrick from the old game engine, being used for animation. Someone who did not limit himself, wisely realized how it could be harnessed for animation. "Looks like we are talking about different Armory's" I think we are really, which games exported to the operating system that works without being run straight from the Armory? A functional, compiled, and running game in the operating system is different from the project running in the project window. Exporter of the armory if it wants to do it without needing to marabalism. Without this one can compare performance.
They could try another campaign with cute rewards. Maybe collectible suzanne pen-drives, each with a different finish to represent different materials (glossy, transparent, diffuse/matte/metallic/brushed metallic for anisotropy, etc.)
I hope the devs consider building some nicer PBR painting tools into Blender in the coming years. Speaking for myself, I'm moving forward Adobe free!!
Guys now when we have reached our goal cant we do anything with Manuel bastioni lab ???
Someone has already picked up on MB Lab and has it working in 2.8 with some additional features.
I’m so excited to see this, and as my company grows I’m going to pledge to start moving more funds to a dedicated monthly donation.
I would love to see the Blender Foundation quickly move to start implementing better PBR painting and procedural texture development nodes to fill a new gap provided by the Allegorithmic merger with Adobe.
So many indie artists are considering switching right now, and this is our chance to show them why they are heard and can be welcomed into the Blender community.
Awesome news, so glad to be a part of this community!