[Bf-committers] BGE Node-based logic GSoC proposal
joe
joeedh at gmail.com
Mon Mar 26 08:50:11 CEST 2007
I would reccommend logging onto #blendercoders at irc.freenode.net .
that's the primary dev chat channel for blender.
Joe
On 3/24/07, jorge s <segroj at gmail.com> wrote:
>
>
> Hello,
>
> Here's my proposal for review. I need feedback from developers, specially
> from Robert Holcomb (node refactor), Erwin Columans (bullet and BGE
> mantainer) and Charlie C. (Echo plugin).
>
> I'm very very sorry for submiting this so late, as we have only one day and
> half to discuss this.
>
>
> ABSTRACT
> This proposal defines a logic system for the Blender game engine (BGE)
> based on interconnected nodes which will be (mostly) Python scripts.
>
> This system is intended to address several limitations in the current
> engine logic brick system. With logic bricks it's very easy to do some
> things such moving an object when a key is pressed, but it's rather
> difficult and tedious to do things like rotating the camera proportionally
> to mouse movement, requiring several lines of Python. Such Python scripts
> are diffcult to reuse and depends of connections and sensor/actuator names.
>
> Python nodes can have any number of inputs and outputs of several types,
> are easily defined as a Python class, add a great deal of flexibility and
> are easy to reuse and extend. It allows to easily create more complex
> systems such an action dependency structure. Each node has a function whose
> arguments are the input values and return value is a tuple with the outputs.
> The way they are executed is in an automatically generated Python script
> with all the node functions in the appropiate order.
>
> This project has the following parts:
> * Importing Python nodes into Blender nodes UI (this may need coordination
> with the current node UI refactor).
> * Exporting node connections into a Python script.
> * Doing needed Python bindings for using the game engine sensors and
> actuators.
> * Writing basic nodes for use with those bindings.
> * Load/save funcionality and legacy importing.
> And finally (altough this may not enter the GSoC timespan):
> * Improving Blender nodes UI: selective node hiding and automatic
> organization.
>
> I've done a Python script that showcases the node import and export
> features:
>
> http://pixelements.es/jorge/gsoc/nodetest.tar.gz
>
> (Read the nodegui.py file)
> (Note that this scipt don't implement some ideas as the 'Enable' input,
> explained in the proposal)
>
> Here's the entire, very detailed proposal. Please, check it out!
> http://pixelements.es/jorge/gsoc/bge_nodes_proposal.txt
>
> The final version will be shorter as GSoC only allows 7500 chars.
>
>
>
>
> Sincerely,
>
> Jorge Segovia
>
>
>
> segroj at gmail.com
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers
>
>
More information about the Bf-committers
mailing list