[Bf-committers] Bug tracker stats + engine future...

Ton Roosendaal ton at blender.org
Fri Mar 25 15:40:49 CET 2005


> Personally, I am against splitting it off because it is such a nice  
> app, warts
> and all. If the game engine was made a separate project, how would the  
> 2
> re-combine? Would the game engine developers copy the bf-blender tree,  
> set some
> #ifdef's and compile with the game engine enabled? If so, then this  
> isn't so
> bad...

No I wouldn't go for that route. The sources for the engine are  
(almost) completely separated from Blender, only that part goes to a  
new CVS.

They can choose two approaches;

1) Using the player.
The new CVS engine project results in compiling the stand-alone player.  
On 'PKEY' in Blender, Blender dumps a file, and runs the player with  
it. Like for the renderwindow, it can use the presets for windows size  
and location.
You then can even run the game while editing in Blender. :)

2) Using it as a plugin
This can bypass the need for saving a file and running a new player,  
but also use the Blender window to draw in. Or both as options.

This separation would still mean things on the blender side have to be  
changed, but it's minor code work to achieve. End result is then still  
can be a Blender+engine distro.


Ton Roosendaal  Blender Foundation ton at blender.org  

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