[Bf-committers] blender as ui for game engine

Owen Hogarth II gurenchan at gmail.com
Thu Jan 21 09:29:26 CET 2016


I am not sure about that, you'd have to talk to the guys developing the
BGE, the code for the BGE is pretty close to blender, a lot of duplicated
code that still doesn't tackle the root issue.

How will you get people who want to play your games built with blender to
install python? Can you run python and BGE on any mobile platform in a way
that a typical user can consume?

Best,
Owen

On Thu, Jan 21, 2016 at 4:25 PM, Jacob Merrill <blueprintrandom1 at gmail.com>
wrote:

> Some people will get angry, but I think step 1 here is actually turning the
> game engine (BGE) into a addon,
> and exposing all the same data that the game engine needs to run to any
> engine,
>
> this could actually speed development of the game engine, as you could
> download a addon version and try it without compiling
> a whole version of blender for each change,
>
> AND you could use other addons that leverage the same data?
>
> How feasible is this?
>
> Owen Hogarth -> What physics engine are you using? GLSL ? may I see your
> git etc? youtube?
>
>
>
>
> On Thu, Jan 21, 2016 at 12:19 AM, Owen Hogarth II <gurenchan at gmail.com>
> wrote:
>
> > I've seen these projects before and they fail to tackle the root issues
> > make it difficult for blender code to be used in any serious projects.
> >
> > These projects are basically glue code like jni to c in java, it's hard
> to
> > maintain and very brittle. Every little change that happens in blender
> they
> > have to do a lot of work to maintain their projects.
> >
> > The main issue is that the internals of blender needs to be reorganized a
> > bit. It can be reorganized without changing the outward interfaces so all
> > the current code will still compile and work but i'm sure you guys on
> this
> > team know that diving into that c code is not for the faint of heart also
> > the massive cmake build system.
> >
> > cmake is great and I use it now but the first time I looked at the
> blender
> > source tree i was truly lost. I took some time to learn how to use cmake
> in
> > a non trivial way, see how the blender source is laid out. A lot of these
> > projects use the python code which is okay in one way but there's no way
> > your going to get python running in a portable cross platform way BUT the
> > python api is just a wrapper around the c api which can work anywhere.
> >
> > That's the different approach that I've been taking and the reason that I
> > haven't participated in those other projects. It's the internals of
> blender
> > that needs to be reorganized to allow this to happen in a more seamless
> way
> > not necessarily applying these seemingly quick but brittle fixes.
> >
> > Best,
> > Owen
> >
> > On Thu, Jan 21, 2016 at 2:13 PM, Mitchell Stokes <mogurijin at gmail.com>
> > wrote:
> >
> > > Hello Owen,
> > >
> > > Instead of creating yet another engine, how about make it easier for
> > > Blender to be used as an editor/front end for various engines? There
> has
> > > been some work on this front with the BlenderRealTimeEngine addon[0]
> > (more
> > > of a framework than an addon itself), and BlenderPanda[1], which uses
> the
> > > BlenderRealTimeEngine addon to integrate Panda3D[3] as a render engine
> > into
> > > Blender.
> > >
> > > If you really want to make another engine, I have some ideas on that as
> > > well. Either way, feel free to chat with me on IRC (my handle is
> Moguri).
> > >
> > > Thanks,
> > > Mitchell Stokes
> > >
> > > [0] https://github.com/Kupoman/BlenderRealtimeEngineAddon
> > > [1] https://github.com/Moguri/BlenderPanda
> > > [2] https://www.panda3d.org/
> > >
> > > On Wed, Jan 20, 2016 at 9:56 PM, Owen Hogarth II <gurenchan at gmail.com>
> > > wrote:
> > >
> > > > Hi guys
> > > >
> > > > I initially spoke with ideasman on irc about 8-12 months ago about
> this
> > > > idea and I wanted to message this list to see if I could get some
> > > support.
> > > >
> > > > A lot of small teams and single dev guys use blender as a major part
> of
> > > > their asset creation pipeline for their 2d/ 3d games but then they
> > spend
> > > a
> > > > lot of time writing some editor for their game that usually bogs the
> > > > project down.
> > > >
> > > > I'd like to create the engine that can run blender applications as
> > stand
> > > > alone games. BGE is currently working on an implementation but I
> think
> > > that
> > > > things can be done differently. Mainly that we do not need the entire
> > > > blender python API in a game engine. Only the core blender api which
> is
> > > > written in C although currently the source code at that level NEEDS
> > some
> > > > refactoring.
> > > >
> > > > I have personally written and published quite a few smaller games for
> > > > android, ios and the blackberry platforms. So I know how to take an
> > idea
> > > > from start to finish but taking this on is a pretty big task and I
> > would
> > > > like to focus on taking this task to completion.
> > > >
> > > > That is what I would like to do, I would like the support of the
> > blender
> > > > community to get this done and so I am mailing here to ask for your
> > > > support. Is this something that the blender community would be
> > interested
> > > > in supporting me while I work on it?
> > > >
> > > > Best,
> > > > Owen
> > > > _______________________________________________
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