[Bf-committers] Web Plugin Status #2

horace horace3d at gmail.com
Sat Aug 23 14:19:42 CEST 2008

On Sat, Aug 23, 2008 at 12:38 PM, Enrico Fracasso
<enrico.fracasso at email.it>wrote:

> On Fri, Aug 22, 2008 at 14:02, Marcelo Coraça de Freitas
> <mfreitas at ydeasolutions.com.br> wrote:
> > Just to let everyone know, it's working perfectly!
> wonderful!
> >
> > We still gotta sandbox python and implement scripting support.
> it seems to me that sandboxing python it's pretty hard: the old plugin
> had python completely disabled and we can do the same for the new one
> (initially).

maybe you can contact the pypy people and ask them if this would be feasible
with pypy? as far as i know pypy supports sandboxing and it recently has
become very compatible with cpython and it isn't much slower anymore.

> >
> > Also, as the blenderplayer executable that's generate is 20m big each
> > plugin instance uses at least this ammount of memory.
> >
> > A simple but yet efficient solution to this is to link the player
> > dynamically.
> >
> > With this there is the problem of distributing a game created in
> > blender, but couldn't we simply link another executable and use it,
> > leaving the current blenderplayer executable the way it is?
> I hope that multiple execution of the same executable share code
> section in memory (after all, how many web player executions do you
> expect concurrenty?).
> As far as blenderplayer is concerned, my modification can be included
> on normal blender player installation (so blenderplayer can be
> embedded on any other running program); using this solution the web
> plugin can use the blender player (already) installed on the system.
> bye
> --
> Enrico Fracasso
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