[Bf-committers] blender game engine as a plugin to blender
jmoguill2 at gmail.com
Tue Feb 23 00:20:09 CET 2010
Thank you for all the responses.
On Mon, Feb 22, 2010 at 2:55 PM, Erwin Coumans <erwin.coumans at gmail.com>wrote:
> Charlie (snailrose) and me originally looked into a BGE plugin,
> but we moved towards loading data directly from the .blend file.
> (as an alternative to a plugin or faster python fileformat io)
> Loading data from the .blend seems to work well and very fast,
> you can see our current work here: http://gamekit.googlecode.com
> For fast turnaround, you can save a temp .blend and start the external GE.
> Of course the view window would be on top (separate) from Blender.
> What kind of integration are you looking for?
> Do you want to share the existing Blender viewports through the plugin?
> For that, you would need to pass on an OpenGL context.
> Do you want to share Blender/ghost mouse/keyboard input?
> On 22 February 2010 14:38, Campbell Barton <ideasman42 at gmail.com> wrote:
> > BGE relies on blenders pose data, event system, fcurve animation,
> > materials, modifier calculation, drawing (in some cases) and math
> > functions.
> > We could have BGE compile as a python module or a plugin and just
> > allow it use blender internal functions but then not sure what the
> > advantage is?
> > ...aside from slightly faster startup (from a smaller binary).
> > Currently, there is noting stopping developers from writing python
> > modules that use blender internal functions, symbols are resolved on
> > importing which means you could have the module linking with your own
> > libs/SDKs without having blender depend on those SDK's.
> > Ofcourse the module will fail to import if the libs are not found or
> > the symbols for blender functions.
> > Recently I did some tests too see how well this works and have some
> > uncommitted code to have a generalized way to include our own Py/C
> > modules in blender, though the purpose of this is for faster
> > fileformat i/o it could be used for all sorts of things.
> > While python isnt needed for plugins I think it can integrate better
> > then referencing a .so or DLL directly which is how it worked in 2.4x.
> > On Mon, Feb 22, 2010 at 10:55 PM, Jeff Moguillansky <jmoguill2 at gmail.com>
> >> Hello,
> >> I was wondering what is the status on making the blender game engine
> into a
> >> generic plugin for blender - and making a generic plugin system for
> >> that allows for plugins such as a custom game engine.
> >> Thanks,
> >> Jeff
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> > --
> > - Campbell
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