[Bf-committers] OGRE Integration into BGE 2.5

Sinan Hassani sinan.hassani at gmail.com
Mon Nov 2 06:11:27 CET 2009


Right but I want OGRE integration to be built-in. So when someone 
presses 'P' you can prototype and see how it looks with OGRE.

After some thinking. Since GameKit is BSD/MIT/Zlib licensed, there is 
nothing stopping someone from integrating into Blender and have Blender 
use GameKit to render to a Blender Window when a user presses 'P', 
right? It would be just like BGE.

So in this case, I do think this would be a duplication of effort unless 
you guys can convince me otherwise.

So I'm not gonna work on it anymore and I'll wait for an OGRE driven 
GameKit...

Erwin Coumans wrote:
> GameKit is a standalone .blend player, it doesn't replace the built-in BGE.
>
> 1) exclusively BSD/MIT/Zlib style license
> 2) iPhone support, next to Mac, Linux, Windows
> 3) Irrlicht graphics renderer as well as Ogre (pending 1.7 release, that
> will be MIT licensed)
>
> It would be good to add an option in Blender 2.5 to start this external
> .blend player when pressing 'P',
> (and quickly save a temporarily .blend file)
>
>   
>>> We still need to specify OGRE parameters in Blender. For example what
>>> casts shadow and what receives shadow.
>>>       
>
> Good point. It would be interesting if the Blender 2.5 developers already
> considered custom GUI for different game engines.
> I think Blender 2.5 will be very customizable and perhaps properties/RNA
> could be used for this.
>
> Thanks,
> Erwin
>
>   


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