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I worked at that company: Visual Edge, in Montreal.


I wrote about this a while back. I'll assume the article is more authoritative.

https://medium.com/@kaveh808/6-object-oriented-ice-cream-fla...


I wrote a blog about some of my experiences at the then-new MIT Media Lab in 1985. Unlike the experience of the author, I was more of a lone late-night hacker (in the old sense of the word).

Thread starts here:

https://kaveh808.medium.com/from-arcmac-to-the-media-lab-229...


Right on.

The way I think of it, CL is the rare language that I don't feel is fighting me every step of the way.


I remember reading that at one point the NFL was Kodak's biggest client for 16mm film. Back when that was the format for recording the games.


Perhaps I'm viewing the past through rose-colored glasses, but I wish there were such efforts at innovation in the computer field today. Maybe the last attempt at doing something truly different was the Connection Machine.


I hope for the sake of my former colleagues at Weta that those transferred to Unity can simply be transferred back to Weta.

The point of production pipelines being bespoke (at least past a certain company size) is a relevant one. The main workhorses of large scale production (Maya, Houdini, Nuke, etc.) are extremely customizable and extensible. Over years (decades in the case of Weta) companies develop highly complex workflows and associated tools based on these applications.

That is why the Unity deal never really made sense to me. The idea that Weta's tools could somehow be packaged up and delivered as essentially shrink-wrapped consumer-level add-ons to Unity was a naive one at best. I'm not entirely surprised to see it fall apart.


Is there any movement towards a C/C++ API in Blender 4.0? I feel extensibility may be where it lags behind Maya and Houdini.


No. Unfortunately this is something they’re philosophically against as they feel you should just build from source if you need it. They’re worried it could undermine the spirit of the GPL if people were sharing compiled plugins instead


Very cool. I must check this out.

I implemented some L-system features in my 3D Common Lisp system: https://github.com/kaveh808/kons-9


kons-9: https://github.com/kaveh808/kons-9

Work in progress on an IDE for 3D graphics written in Common Lisp.

Cheesy trailers:

https://youtu.be/THMzaVDaZP8

https://youtu.be/i0CwhEDAXB0

https://youtu.be/liaLgaTOpYE


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