[Bf-committers] Re: [Crystalblend-main] Crystal Space,
CrystalBlend, GameEngine: Discussion and Plans
caminant at gmail.com
Mon Oct 17 19:06:41 CEST 2005
As a corollary of this mail, i want to announce that the game engine i've
been working in will be moved as a standalone project in sf, together with
the standalone PC and PSP players.
As i said in the conference, i understand this decission of using
CrystalSpace for blender, which doesn mean't i share it. On the other side,
my fears of the structure of my game engine not being intuitive or simple
enough for normal (non-developer) users at the present state, were confirmed
in the conference, and this was constructive and worth the visit.
I'll go on with my project and it will still be blender-friendly but please
don't see this as a vendetta :)
On 10/17/05, Hans Lambermont <hans at lambermont.dyndns.org> wrote:
> Herman Bruyninckx wrote:
> > The "bad news" is: a good state machine implementation requires its own
> > threads of execution, which implies some dependencies on an
> > "operation system" interface (basically, an interface to "threads"). So,
> > it's not something that is integrated into other software and on all
> > platforms in a week.
> I faced the same problem when I started the Blender Render Daemon open
> source experiment at NaN. (one of its goals was to have this application
> run on all Blender platforms, which was 8 at the time if I remember
> well). I finally went for Netscape's NSPR
> http://www.mozilla.org/projects/nspr/index.html , a.o. it has threading
> support for all platforms on which netscape/mozilla etc. runs. Maybe it
> is interesting for you too ?
> Hans Lambermont
> http://hans.dse.nl/ () ASCII-ribbon campaign against vCards,
> /\ HTML-mail and proprietary formats.
> Bf-committers mailing list
> Bf-committers at projects.blender.org
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