[Bf-committers] BGE GSOC Ideas -

Jacob Merrill blueprintrandom1 at gmail.com
Thu Mar 3 09:59:22 CET 2016


# 4 The practical applications is thousands of lamp hooks With shadows in a
scene, by only populating the closest x lamp hooks with lamps.

I do this in this test scene,  as well as only add physics to closest x
objects.

https://youtu.be/_aY32PTR2Yo
On Mar 3, 2016 12:49 AM, "Ines Almeida" <britalmeida at gmail.com> wrote:

> Hi Jacob,
>
> 1) I agree that the Sensor-Controller-Actuator model that the BGE logic
> system has gotten a bit outdated and is not very flexible.
> This is why I think it should be redesigned in a bigger way than you
> propose, which unfortunately also means it would be too big of a project
> for GSoC.
>
> 2) I know very little about OpenCL and particle systems, so I'll mostly
> skip this one :) I'll just note that this is functionality that should
> match as best as possible the blender particle system and the renderer
> (which is outdated)
>
> 3) This is viewport project (and also too big for gsoc)
>
> 4) I don't know much about this either. Do you have any references? What
> are the practical use cases for this?
>
> It is difficult to come up with reasonable, limited and well defined ideas
> that are useful for the BGE. Also, students can always submit and discuss
> their own proposals. Are you planning to apply as a student?
>
> --
> Inês Almeida / brita_
>
> On Thu, Mar 3, 2016 at 6:58 AM, Jacob Merrill <blueprintrandom1 at gmail.com>
> wrote:
>
> > I have a few ideas for bge improvements that could empower users.
> > Please feel free to add your own.
> >
> > Can some or all of these go on the GSOC document?
> >
> > 1. actuators use sensor outputs as dropdown options
> > example
> >
> > Sensor(Ray)----------controller(and)--------track to (Ray hitObject)
> >
> >    - this can open up logic to do things very fast without python.
> >    - expands the flexibility and accentuates the current design
> >    - may be able to be pieced together with existing code blocks(property
> >    actuator)
> >
> >
> > 2. OpenCL based particle system with user defined particle atlas with
> > support for uv animation on a per particle basis.
> >
> >
> >
> http://enja.org/2010/12/16/particles-in-bge-fluids-in-real-time-with-opencl/
> >
> >
> > 3.PBR rendering system - Modern renders use PBR plain and simple.
> >
> > 4. KDTree based dynamic lighting manager system - to shuffle the same X
> > dynamic lamps around to create the effect of hundreds of lamps in a large
> > level.
> > (I already have written and used this in python but not a native system)
> >
> >
> > I have more.....
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> >
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