[Bf-committers] Blender and Plugins
rcampos at fusemail.com
Thu Jan 26 12:31:47 CET 2006
It would be great to have a plugin system in Blender, not just for the
Game Engine, but imagine adding a new Render to Blender using a plugin.
There are lots of possibilities, just keep that in mind :) .
-- Rui --
> From: "Erwin Coumans" <erwin at erwincoumans.com>
> Subject: [Bf-committers] Separating the Game Engine: Plugin, Collada,
> Game Logic Authoring
> This topic has been discussed several times, and it is time to work
> a plugin mechanism. I just wanted to share my thoughts, before I forget
> Game Engine as a Plugin:
> - Preferably a method that keeps most of the Game Engine in a plugin
> Blender can load this plugin. The API for the plugin should allow for
> Ketsji, and also for CrystalSpace. This plugin should still be able to
> render in one of the Blender viewports, by exchanging the information for
> the 2D canvas. I will work on all the details, in discussion with Jorrit.
> - decouple the game engine, and add some very nice features in the
> (Ketsji) engine, so people are encouraged to keep following the project.
> Vehicle support for example.
> Collada format support (I got my reasons for this ;-).
> - introduce Collada loader for game engine. Collada supports graphics,
> physics, shader (FX).
> - think of a way to express the logic in Collada.
> Game Logic Authoring:
> This is very game engine specific. It would be great if a plugin also
> add an 'extra' viewport with logic editing features, specific to that game
> engine. Technically such UI could be done in Blender Python, but I'm not
> familiar enough with that part, and my priorities are elsewhere.
> Enabling for alternative Game Engines through this new Plugin system
> go together with alternative logic authoring system. Or otherwise the
> still needs to be authored externally.
> With a bit of luck, I can allocate some spare time in the coming months
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