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

Brian Eason spike1907 at gmail.com
Mon Feb 27 20:36:08 CET 2006


Ok yea I can do that, just like little bits at a time is cool.  And yea I
wasnt planning on doing anything with blender out side of
/source/gameengine.

On 2/26/06, erwin at erwincoumans.com <erwin at erwincoumans.com> wrote:
>
>
> 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.
>
> Regards,
> Erwin
>
>
>
> 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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> >>
>
>
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