[Bf-committers] Re: Separating the Game Engine: Plugin, Collada,
Game Logic Authoring
Jorrit Tyberghein
jorrit.tyberghein at gmail.com
Thu Jan 26 09:03:29 CET 2006
On 1/26/06, Erwin Coumans <erwin at erwincoumans.com> wrote:
>
> Hi,
> Game Engine as a Plugin:
> - Preferably a method that keeps most of the Game Engine in a plugin
> (dll/so).
> Blender can load this plugin. The API for the plugin should allow for
> Ketsji, and also for CrystalSpace. This plugin should still be able to
> render in one of the Blender viewports, by exchanging the information for
> the 2D canvas. I will work on all the details, in discussion with Jorrit.
I'm looking forward to discuss this with you.
> Game Logic Authoring:
> This is very game engine specific. It would be great if a plugin also could
> add an 'extra' viewport with logic editing features, specific to that game
> engine. Technically such UI could be done in Blender Python, but I'm not
> familiar enough with that part, and my priorities are elsewhere.
I think it will be very interesting to allow this so I think we should
allow for this in the initial design but leave the actual
implementation for later?
Greetings,
--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
More information about the Bf-committers
mailing list