[Bf-committers] Node system for game logic

Benoit Bolsee benoit.bolsee at online.be
Sat May 28 18:49:12 CEST 2011


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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