[Bf-committers] Ketsji Plugin

Nathan Letwory jesterking at letwory.net
Fri Jan 4 22:20:22 CET 2008


On Jan 4, 2008 9:58 PM, Samuel Anjam <samuel_anjam at hotmail.com> wrote:
>
>  I think a general game engine plugin space type would be pretty neat. One
> day I thought about it with JesterKing (what was his real name again?) and
> he had this idea of making a totally general space type for any kind of
> plugins. That could work too but it would be a bit more large scale
> project...

That'd be I, Nathan Letwory. Yes, we talked about it, TAK2004 in
#blendercoders did some kind of spacetype for this, to test his own
engine (which is written in Delphi, if I'm not mistaken!).

>
> The advantages of a space type would probably be loading up multiple plugins
> at once. That could speed up evaluating engines and testing different stuff
> with different plugins. Could be efficient.

Agreed.

/Nathan (jesterKing)

>
> > Date: Thu, 3 Jan 2008 00:10:20 -0700
> > From: snailrose at bresnan.net
> > To: bf-committers at blender.org
> > Subject: [Bf-committers] Ketsji Plugin
>
>
> >
> > Hey all,
> > I'm curious on how everyone wants to proceed in making the game engine
> > pluggable.
> > I'm in need of refactoring the blender side of the ogre plugin to
> > something more permanent,
> > and it would be nice to move ketsji to a plugin at the same time.
> >
> > I had an old test which implemented a new space type. The space type
> > managed loading/unloading plugins and provided access to basic ui
> features.
> > This worked good, but I'm not sure if this is the path you all would
> > like to take.
> >
> > What are your thoughts?
> >
> > Thanks,
> > Charlie


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