[Bf-committers] Game engine
blueprintrandom1 at gmail.com
Tue Jul 28 21:23:49 CEST 2015
Thank you for your response,
On Jul 28, 2015 11:36 AM, "Daniel Stokes" <kupomail at gmail.com> wrote:
> 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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