[Bf-committers] Re: Working on Big Patch for GE...

erwin at erwincoumans.com erwin at erwincoumans.com
Mon Feb 27 07:14:36 CET 2006

Its more manageable to have 5 to 10 small patches rather then 1 huge patch.
So please consider a couple of milestones, each a few weeks max, and send 
them to me or Charlie for review. 

It would be best to make some smaller (incremental changes) first. This 
would allow you some time to familiarize yourself with Blender multiplatform 
development. As an example, I've been doing development under Windows with 
my own projectfiles. CVS commits are especially tricky, because of all the 
platforms, and build systems. 

Another practical useful thing is to keep you changes within the 
/blender/source/gameengine source tree, rather then all over the place. 



Brian Eason writes: 

>     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. 
> thx
> Brian 
> 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
>> vehicle
>> 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.
>> Erwin 
>> 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
>> want.
>> > 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
>> custom
>> > builds.  Unfortunately these were tailored to my style and way of
>> working
>> > and as a result not very user friendly.  So I pretty much kept my work
>> to
>> > 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
>> public
>> > 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
>> even
>> > 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
>> it
>> > 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
>> Engine.
>> > 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
>> these
>> > groups then perform a single operation on all of the groups contents as
>> a
>> > whole.  I will also be implementing basic mesh editing tools such as,
>> > addition of verts/polygons/edges (given the verts that the last two
>> require
>> > exist), recalculation of normals, rotating/slight bending of normals,
>> > extrusion of polygons, breaking verts, destroying verts/faces/edges,
>> moving
>> > verts along normals(shrink/flatten), and using the "disp" button in the
>> > material buttons to displace verts based off of texture information
>> (most
>> > 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
>> imaging
>> > 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
>> project
>> > that will be more actively worked on when I finish the mesh stuff.  It
>> is
>> > 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
>> real
>> > time texture shadows and would be used in conjunction with the mesh
>> tools
>> > (some kind of adaptive mesh that the texture is applied to).  Another
>> use
>> > 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
>> shows
>> > otherwise.  There are also possibilities for render to texture.
>> >
>> >     Well I guess that's It for now.  Please tell me your thoughts.  And
>> if
>> > you prefer that this stuff didn't happen plz tell me ASAP so I don't get
>> to
>> > deep to have to just throw it all away.
>> >
>> > Thx,
>> > Brian 
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