[Bf-committers] Node system for game logic

Tom M letterrip at gmail.com
Fri Jun 10 14:11:08 CEST 2011


Ton,

sounds like a BSD runtime and GPL/LGPL node design tool was acceptable
to the the Hive creator, as well as other interested partys.

LetterRip

On Fri, Jun 10, 2011 at 2:21 AM, Ton Roosendaal <ton at blender.org> wrote:
> Hi all (GE team!),
>
> If I understand it correctly, the GSoC project for game logic will
> work on a 'proof of concept', designs and a proposal for future work
> on node editor implementation. Both Sven and Benoit have defined a
> couple of ways how to do this work, and I think that can happily move
> forward of course.
>
> Based on reviews Benoit did for the Hive system, it does appear to me
> that Sjoerd already fully delivered such a system, although with some
> different internal design decisions. Benoit also stated in his review
> that the GSoC project shouldn't stop further evaluation or work on
> integration Hive at all. He was impressed with the current code &
> design.
>
> For both projects, my own concern is mostly that I'm not so much
> interested in great code design (which is obvious ;) but about the
> possibilities to provide a great end-user experience for advanced
> control over editing logic for games. The GUI for it (node editor),
> the APIs for it (scripting), the ways things store and load, the ways
> how to keep things work and compatible, and especially speed (no
> startup times, no external files required) are all relevant
> integration topics for making decisions here.
>
> I know it's a luxury, but not uncommon either to have people work in
> parallel on testing out their ideas. Therefore I'd propose to provide
> Sjoerd with a svn Hive branch, to allow him to further work on proof
> of concept (on integration level) and welcome him as part of the team
> with our support as well.
>
> The discussion on BSD or GPL licensing I also don't need to continue
> here for now. There's too many unknowns now anyway, and I'm sure
> Sjoerd will be open to look into changing licenses once there's an
> opportunity for actual re-use of Hive in other projects.
>
> In due time, after the summer, we then can check on what to do next!
>
> Regards,
>
> -Ton-
>
> ------------------------------------------------------------------------
> Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 28 May, 2011, at 18:49, Benoit Bolsee wrote:
>
>> Hi Sjoerd,
>>
>> Thanks for sharing the hive system. I've started to read the
>> documentation and so far I'm impressed by what you have done. I
>> already
>> have a good idea of the system but I still have to figure out how you
>> have achieved all the goals that I stated in my proposal. At some
>> point
>> I will contact you when I know enough to not waste your time with
>> stupid
>> questions.
>>
>> As far as licensing is concerned, I would prefer if you go to a
>> BSD-style license but you should in any case take a firm and
>> definitive
>> position quickly to cut short what seems to be an endless discussion
>> on
>> licensing again ;-)
>>
>> Regards,
>> Benoit
>>
>>>
>>> Message: 1
>>> Date: Thu, 26 May 2011 14:55:19 +0200
>>> From: Sjoerd de Vries <sjdv1982 at gmail.com>
>>> Subject: [Bf-committers] Node system for game logic
>>> To: bf-committers at blender.org
>>> Message-ID: <BANLkTimDz3cDduuLbCqm8fELMcqF0VF0xQ at mail.gmail.com>
>>> Content-Type: text/plain; charset=ISO-8859-1
>>>
>>> Hi everyone,
>>>
>>> I would like to present to you the hive system, a working
>>> node system for game logic (and other things).
>>>
>>> It implements the complete list of goals of Benoit's Nodal
>>> Logic proposal:
>>> http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic
>>> Some of the design decisions are different, but the hive
>>> system contains all of his features.
>>>
>>> The source code is available under GPL:
>>>
>>> http://launchpad.net/hivesystem
>>>
>>> It also has a GUI for editing hivemaps (node graphs). It is
>>> basic and quirky but it works. This makes it possible for
>>> non-programmers to create and modify game logic. I have made
>>> a screencast that demonstrates this for a simple 3D scene:
>>>
>>> http://launchpad.net/hivesystem/trunk/0.7/+download/screencast.swf
>>>
>>> New nodes and hives can easily be built in Python. However,
>>> the coding style is different from normal Python scripts. I
>>> have written a long manual with many examples. If anything is
>>> unclear, please tell me.
>>>
>>> The main limitation is that there are no bindings yet to the
>>> BGE, only to Panda3D. It still needs to be ported to
>>> Python3.2, and I am not very familiar with the BGE source
>>> code. Also, a lot of important nodes (sound, physics, mouse
>>> picking, networking) are still missing.
>>>
>>> I am looking forward to join forces with Benoit and Sven, and
>>> with anyone else who is interested. Any feedback is welcome!
>>>
>>> cheers
>>>
>>> Sjoerd
>>>
>>
>>
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