[Bf-committers] restore Game Engine project
Carsten Wartmann
bf-committers@blender.org
Wed, 6 Aug 2003 18:17:55 +0200
Ton Roosendaal writes:
> >> - make engine separate binary, or plugin to blender?
> >
> > I am not against that, but it should stay that lightning fast "edit,
> > PKEY, test" turnaround.
>
> Separation will make it somewhat slower... I don't propose this as an
As long as it doesnt mean starting a new app, load a file, run etc. I
am happy. If it takes a few (1-5) seconds nobody will complain I
guess. (our latest texture heavy demo alone needs some seconds to
start). And I guess the player is maybe 2MBs which most of the modern
PC can keep in RAM/Cache.
Maybe even some sort of communication between a running player and
Blender (load file again, come to front, exit, stop game) is possible
and helpfull.
I mean I use chains of specialized small tools any day on Linux.
> improvement for the users - they will suffer from such a decision - but
> to get our coding projects managed.
Thats a good improvement!
> Apple offered us to participate in the Quicktime extensions program. I
> got an entrypoint for this within apple dev. They then can also provide
> us with a secure license... dunno how it would run at Windows, I guess
> it will fine? They then can also host downloads.
So that would mean: QT installed, Blender contents loads an extension
to QT and it plays like a embedded QT-Movie? Hmm. Is there
communication between the QT and the host application (browser)
possible?
> Most important now is; find coders! If we get this organized, we can
> always decide to purchase the Thwate license for it (about 1000 usd per
> year).
Hm. Not talking about 1000usd but.... Bill G.? ;-)
Carsten.