This is a relatively tame update, but the roadmap for the near future is really exciting, with stuff like Simulation Nodes (which already has a usable experimental branch) and Blender Apps (https://code.blender.org/2022/11/blender-apps)
I'm not a programmer so I struggled with the fundamental concepts a bit when learning Geometry Nodes, but it's been the best new addition to my life in a long time. I think I haven't watched any TV show in a year or two because I prefer to spend my time fiddling with GN and answering people's questions about it on Blender Stack Exchange (found out that it's a fantastic way to learn—they're like little prompts leading you to discover areas you hadn't even realized existed). Blender community is so big, creative, enthusiastic, and helpful—you go on Blender-Twitter and it's people making playful/interesting stuff all day and sharing how they did it. I can't stop gushing about it to anyone who'd listen.
As a houdini user the blender nodes make me quite jealous, things like the coupling of the nodes with real time rendering in eevee and basically instant rendering with cycles is something I could only dream of even after spending some good cash on redshift
Do the blender nodes have got an equivalent of vex in houdini? Or variables? Does blender just use raw-ish Python instead?
As I said I'm not a programmer and I'm only familiar with GN so take anything I say with a grain of salt but: Google/YouTube is telling me that VEX is an expression language. We don't have that in GN yet. No scripting of any kind, actually. Everything is done visually, on the nodes themselves, there's no "properties" window for nodes where you do the actual work, everything's sockets and noodles. Shape and color of the sockets tell you the data type (geometry, float, vector...). Scripting support is a common request, but devs usually respond with "it'll come but we need to nail the fundamentals first". It's still a very young system.
There's no Python (like the add-ons), all nodes are C/C++.
I looked into what "variables" are, it says stuff like "position", "current animation frame" etc. Those would be called "input fields" in GN. In addition to default attributes like position, normal, rotation etc you can also capture, store and recall custom attributes, either anonymously or as named ones (always written on geometry in a particular domain--point, edge, face corner etc).
Taking a look at an Entagma video on GN would be much more helpful I'm sure (they also have a course).
I was rather disappointed to learn geometry nodes weren't scriptable. Writing short Python snippets for geometry transformations would have been of great interest. It seems not only do you have to use C++, you have to compile the whole of Blender to add your own nodes!
You can use scripted expressions in drivers, and if the expression is complex it uses the Python interpreter, but drivers are an entirely separate system than GN. They always (afaik) put out a single value, so while you can use them to control a value of a socket or channel inside GN, they wouldn't be evaluated dynamically for every element of a geometry so they wouldn't be a "field".
Depends on what you're doing with it. I'm an architect who have been using SketchUp professionally for 20 years now, and I use Blender for hobby (Geometry Nodes stuff). For architecture work, Blender absolutely can NOT replace SketchUp, unfortunately (it doesn't even have a universal Section tool, for example), even though it's an incomparably more powerful program in every other area.
Technically, but you need to copy and maintain that modifier for all objects. Even if you did that, usability is non-existent. Just to turn it off for a moment you'd have to select the objects with the right modifier and disable them using an obscure shortcut (holding Alt) and even then it's notoriously slow and finicky anyways--not even in the same universe as SketchUp's section tool.
In terms of ability, sure, Blender can replace SketchUp (and more), but I don't think it'd be worth the learning hassle just for that. The free SketchUp web version should suffice for small DIY stuff. You can always bring your model into Blender for further refining/rendering anyways (there's a good import addon).
I want a low learning curve application for home DIY stuff. I tried Fusion, just a bit more complex that I would like, I supposed Blender is ever more so.
Free web version: https://www.sketchup.com/products/sketchup-for-web There is a list of differences between this and their more professional versions if you scroll down. It doesn't support more advanced stuff (like plugins) but all the fundamentals are there and it is pretty performant.
It's optional and Apple didn't want to be listed. Their logo has never been displayed on the page. They collaborated with devs from Apple quite closely though, they used to put the meeting notes and updates on devtalk.blender.org
The file browser interface is one of my least favorite things about Blender too, but apparently they're working on a big "Assets" update (a brand new interface for browsing and managing not only files but any kind of asset, like Materials etc) which will come after the release of 2.8, so, fingers crossed.
I don't think the motivations were unclear at all: They were in a Total War where there was no distinction between military and civilian targets, and they had a new, powerful weapon; of course they were gonna use it. There was never a discussion as to whether use it or not. The immediate political effects of the bombs, if they were really the main factor in Japan's decision to surrender for instance, are indeed murky, though it was most probably Soviets entering the war that did it more than the bombs.
I'm not a programmer so I struggled with the fundamental concepts a bit when learning Geometry Nodes, but it's been the best new addition to my life in a long time. I think I haven't watched any TV show in a year or two because I prefer to spend my time fiddling with GN and answering people's questions about it on Blender Stack Exchange (found out that it's a fantastic way to learn—they're like little prompts leading you to discover areas you hadn't even realized existed). Blender community is so big, creative, enthusiastic, and helpful—you go on Blender-Twitter and it's people making playful/interesting stuff all day and sharing how they did it. I can't stop gushing about it to anyone who'd listen.