[Bf-committers] The G Variable and ActiveX

Ton Roosendaal ton at blender.org
Fri Oct 31 10:47:20 CET 2008


Most (if not all) of the members in G will fade out in 2.5. Not that 
this helps you now... but for the moment you could accept to limit 
amount of running plugins per page to one?

Another approach is to collect all bad Blender code in the GE and 
player and replace with a nice local wrapper, waiting for better 
context code in the main Blender tree. I wouldn't touch the blender 
code itself for this though, will make migration too hard.

(blender/source/blender = "main blender code")
(blender/source/gameengine = where wrappers can be added)

Consulting Benoit would help too. :)


Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
Blender Institute BV  Entrepotdok 57A  1018AD Amsterdam The Netherlands

On 31 Oct, 2008, at 3:59, Marcelo Coraça de Freitas wrote:

> Howdy all,
> 	AFAIK the scene and other important structures in BGE are handled by
> the Global G variable.
> 	Being that true, I believe it's going to be impossible to write a DLL
> ActiveX controll that actually works with multiple plugin instances.
> 	Is it right? If so, what would be the best thing: replace the global
> variable by something else or write the ActiveX plugin using a "forked"
> process. Notice this second approach seems to be a lot slower from what
> I've been reading - even though most documents I've found are pre
> multicore desktops age.
> Regards,
> --
> Marcelo C. de Freitas
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