[Fwd: [Bf-committers] BGE Node-based logic GSoC proposal]

Charlie C snailrose at bresnan.net
Tue Mar 27 08:57:38 CEST 2007


Hey Jorge,  Sorry for the late response!

This project sounds really interesting, maybe we can discuss it more 
over email.
It would really be great if the Blender/Ogre project were to take 
advantage of this system.

snailrose at bresnan.net
Thanks,
Charlie



-------- Original Message --------
> Subject:     [Bf-committers] BGE Node-based logic GSoC proposal
> Date:     Sun, 25 Mar 2007 07:13:53 +0200
> From:     jorge s <segroj at gmail.com>
> Reply-To:     bf-blender developers <bf-committers at projects.blender.org>
> To:     bf-committers at projects.blender.org
>
>
>
> Hello,
>
> Here's my proposal for review. I need feedback from developers,
> specially from Robert Holcomb (node refactor), Erwin Columans (bullet
> and BGE mantainer) and Charlie C. (Echo plugin).
>
> I'm very very sorry for submiting this so late, as we have only one day
> and half to discuss this.
>
>
> ABSTRACT
> This proposal defines a logic system for the Blender game engine (BGE)
> based on interconnected nodes which will be (mostly) Python scripts.
>
> This system is intended to address several limitations in the current
> engine logic brick system. With logic bricks it's very easy to do some
> things such moving an object when a key is pressed, but it's rather
> difficult and tedious to do things like rotating the camera
> proportionally to mouse movement, requiring several lines of Python.
> Such Python scripts are diffcult to reuse and depends of connections and
> sensor/actuator names.
>
> Python nodes can have any number of inputs and outputs of several types,
> are easily defined as a Python class, add a great deal of flexibility
> and are easy to reuse and extend. It allows to easily create more
> complex systems such an action dependency structure. Each node has a
> function whose arguments are the input values and return value is a
> tuple with the outputs. The way they are executed is in an automatically
> generated Python script with all the node functions in the appropiate 
> order.
>
> This project has the following parts:
>  * Importing Python nodes into Blender nodes UI (this may need
> coordination with the current node UI refactor).
>  * Exporting node connections into a Python script.
>  * Doing needed Python bindings for using the game engine sensors and
> actuators.
>  * Writing basic nodes for use with those bindings.
>  * Load/save funcionality and legacy importing.
> And finally (altough this may not enter the GSoC timespan):
>  * Improving Blender nodes UI: selective node hiding and automatic
> organization.
>
> I've done a Python script that showcases the node import and export
> features:
>
> http://pixelements.es/jorge/gsoc/nodetest.tar.gz
>
> (Read the nodegui.py file)
> (Note that this scipt don't implement some ideas as the 'Enable' input,
> explained in the proposal)
>
> Here's the entire, very detailed proposal. Please, check it out!
> http://pixelements.es/jorge/gsoc/bge_nodes_proposal.txt
>
> The final version will be shorter as GSoC only allows 7500 chars.
>
>
> Sincerely,
>
> Jorge Segovia
>
> segroj at gmail.com <mailto:segroj at gmail.com>
>
>
>





More information about the Bf-committers mailing list