20 years of Blender

Published: 2013-12-28 10:30:30

Today, Blender became 20 years old. I started using it in 1998 or 1999.

20 years of Blender

Blender is a really fantastic software, from a professional, a educational, and a tinkering perspective.

I started using Blender in 1999 or 2000 back when it was still closed source (around version 1.6, I think). Back then I also used to use 3D Studio Max and it was a far superior software. Then, NaN went bankrupt and managed to raise enough awareness to collect the required money so that the investors could be paid out and Blender could be released into the public as open source. In the following years, Blender has continously grown in feature-size oftentimes coming quite close to what professional packages offer.

From a professional perspective, one can get a very solid 3D Rendering and Modelling solution for free that offers enough features to get a deep understanding of the whole subject. This makes it easy to learn enough to be competitive when it comes down to searching for a job.

From a educational perspective, Blender is a great teaching tool. The animations that Blender can generate (with particles and hair and bones) look good enough to amaze young kids. Based on this amazement, one can explain the math behind it, or the code behind it, to make computer science and math look more practical.

From a tinkering perspective, Blender is fantastic. The core is written in C/C++ but a huge part of the application is scripted in Python. This makes it very easy to have a look into the source, extend the app, and gain a better understanding of the ideas behind 3D Rendering and modelling. Case in Point: When working on an iPad game recently, a friend and I decided that we did not want to build our own level editor. Since one requirement of each level was the ability to edit nurbs curves, we decided to simply script a lightweight Blender Plugin so that we could use Blender 3D as the level editor. After some initial problems it went fluidly, and we quickly had a great working level editor with an extensible interface, all scripted in Python. If I were to work on another game and if there weren't already a good level editor for the kind of levels I'd need, I'd go with Blender again as it is really easy to extend and already has functionality for lots and lots of use cases.

All in all, Blender is - in my eyes - one of the big success stories of open source software. Especially because there's no big corporation behind it. Open Office has/had Sun, Linux has IBM, RedHat, and many many others, but Blender is really being build by a community of seperate entities and few corporations.

Interestingly, Blender was also the reason why I first started using Python in 2000. It was the default scripting language for Blender, and I was very impressed with the speed and ease of use. I've been using it ever since, and it's still my go-to language for scripting Blender.