[Bf-committers] Ketsji Plugin

Shaul Kedem shaul.kedem at gmail.com
Sat Jan 12 11:26:01 CET 2008


I am all for configurability; I think you are right and it should be a
user pref. would it be possible in the stable build to put a constant
path relating to the installation directory and scan it before blender
goes up for the first time (or even as part of the build) in order to
have a stable plug-ins for the GE delivered with blender?

On Jan 10, 2008 9:05 AM, Charlie C <snailrose at bresnan.net> wrote:
> It is currently set up by selecting a default plugin
> directory in the user prefs. You would open the plugin
> space type and click 'Update menus', this will scan the
> plugin directory for valid plugins, and add it to the blender
> menu. You would then click on the wanted item to bring up the
> plugin GUI (same manor as python).
>
> I never thought of a GE preference panel, It may be less
> bulky than a space type. If everyone wanted to take that
> path? Though the space type allows you to extend in any
> field not just game plugins (only limited by the API).
>
> Charlie
>
>
> jonathan ferguson wrote:
> > On Jan 9, 2008, at 11:48 PM, Charlie C wrote:
> >
> >> I have managed to get Ketsji running external to blender, and am
> >> working
> >> on plugging it in to the space type. Though this may not be the
> >> answer.
> >>  From a user standpoint It's kind of a annoying to load the plugin
> >> every
> >> time you create a new file. It could be loaded automatically when you
> >> press (p), but how would you specify other plugins?
> >
> > Cool! Thanks for working on the game plugin(s)!
> >
> > For the users, I suggest a Game Engine preference panel with
> > something like the following:
> > 1. A menu of known GE plugins (CrystalSpace, OGRE3D, Ketsji, etc…)
> > 2. A "browse…" button to manually find new GE plugins (Possibly along
> > with an editable filename location field?)
> >
> > This data would then need to be saved into the default .blend. Also,
> > presumably, the startup sequence for blender will have to test for
> > the existence, and compatibility, of said plug-ins.
> >
> > I suggest a Game Engine preference panel, because the panel will
> > probably need to be populated by the different plugins, once loaded,
> > and change based on the currently selected (loaded) plugin. Startup
> > flags for the various GE's and such could then be specified from
> > within blender using a consistent place in blender for all of the GE
> > startup (and other?) options.
> >
> > In any case, Thanks!
> >
> > have a day.yad
> > jdpf
> >
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>
>
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