[Bf-committers] Game engine

Daniel Stokes kupomail at gmail.com
Tue Jul 28 20:36:42 CEST 2015

Hi Jacob,

When this was being discussed 2 years ago, I mentioned three conditions for
further integrating the BGE and Blender. I got the following response from

> 1. We don't lose existing BGE features

I don't know which features you'd be afraid to lose, but we do have to take
a step forward to redesign parts from scratch. The archaic logic editor for
example, or the separated Python api, the lack of support for animation,
lack of particles. I'd like to see real state-based animation possible,
behaviour control, massive sims.

Further I believe much more in artists (give them tools) than in features.
A tool-based focus for a game engine would be incredible feature-rich!

> 2. We don't lose the ability to publish BGE games

Would work just as usual. We can even check on a smaller 'player' build for

> 3. We don't lose a focus on performance for BGE games

Performance for Blender is relevant in any area and in any editor. It just
wouldn't be a separated "games" focus anymore, but a target to achieve in
generic ways that would benefit every user. Everyone complains about our
slow 3d viewport. Now, let's just tackle that :)

My opinions on this more or less match Ton's responses. In general we would
want to have a similar feature list and performance to the current BGE (not
hard to accomplish) and the ability to publish games.


On Mon, Jul 27, 2015 at 9:26 PM, Jacob Merrill <blueprintrandom1 at gmail.com>

> There has been a lot of noise about this, and no clear answers.
> If the game engine is merged into blender closer, and interactive mode is
> completed, will standalone publishing be dropped?
> Thanks.
> BPR.
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