[Bf-committers] Re: Working on Big Patch for GE...
spike1907 at gmail.com
Mon Feb 27 03:59:56 CET 2006
Hey well guys I was wondering around how much time until there will have
been enough progress to release the next official release??? Just so I have
a good idea of how much time I got to work with. I could have something
simple done in a month or two. But If its gona be like around six months or
so, then that would be nice to know.
On 2/26/06, erwin at erwincoumans.com <erwin at erwincoumans.com> wrote:
> Welcome, new development should be appreciated.
> I assume you want to improve the game engine in some way, just like
> snailrose does, and that's great, its open source.
> My recent contributions just focus on improving Bullet physics, add
> and other physics features, work on its performance, make the engine a
> plugin. That's I can offer with my limited time.
> If you really want certain bugs fix, either learn to code, or make a great
> demo that motives someone to fix the bug.
> Brian Eason writes:
> > Well after being a user of the Blender Game Engine almost since the
> > beginning, I have a pretty good idea of what the rest of the GE users
> > So, after waiting years and never getting quite enough I just decided to
> > take a look at the source. Wasn't to long till I was making my own
> > builds. Unfortunately these were tailored to my style and way of
> > and as a result not very user friendly. So I pretty much kept my work
> > myself, It was more of a learning experience that anything else.
> > I already have my own Game Dev package (GE, Modeling tools, all that
> > good stuff). Made it myself and I love it, but I didn't make it for
> > use I made it for my own use, mainly cus Blender's GE just wasn't
> cutting it
> > for me. But then I see the rest of the guys who use the GE, and the
> > majority only know alot or very little python. Very few know C++/C and
> > those who do don't want to do the work to get involved in blender's
> > development. They want so much and yet none of them are to lazy to get
> > them selves, they just wait and hope that what they want will come.
> > To get to the point of all this...
> > I'm working on multiple reasonably sized patches for the Game
> > The one with highest priority right now is a large set of mesh tools
> > available to the user though python. There are a few new files the most
> > significant being KX_PolygonProxy and KX_EdgeProxy. There will also be
> > selection groups, so a user may add verts,polygons, or edges to one of
> > groups then perform a single operation on all of the groups contents as
> > whole. I will also be implementing basic mesh editing tools such as,
> > addition of verts/polygons/edges (given the verts that the last two
> > exist), recalculation of normals, rotating/slight bending of normals,
> > extrusion of polygons, breaking verts, destroying verts/faces/edges,
> > verts along normals(shrink/flatten), and using the "disp" button in the
> > material buttons to displace verts based off of texture information
> > useful for height maps). This is all off the top of my head as I write
> > this, I assure you the written list is much longer. Or could you
> > the creation of trees and foliage on randomly generated
> landscapes??? Or
> > cutting holes in things then filling them up (Rocket Launcher + Concrete
> > Wall = Big Hole).
> > OK now that that's part is done with... I have another smaller
> > that will be more actively worked on when I finish the mesh stuff. It
> > the creation of texture information in real time along with a few preset
> > tools for specific tasks. One of those tools I plan to implement is
> > time texture shadows and would be used in conjunction with the mesh
> > (some kind of adaptive mesh that the texture is applied to). Another
> > could be low res texture reflections, but that would be much more costly
> > than texture shadows and I will probably not include it unless testing
> > otherwise. There are also possibilities for render to texture.
> > Well I guess that's It for now. Please tell me your thoughts. And
> > you prefer that this stuff didn't happen plz tell me ASAP so I don't get
> > deep to have to just throw it all away.
> > Thx,
> > Brian
> Bf-committers mailing list
> Bf-committers at projects.blender.org
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Bf-committers