[Bf-gamedev] HTML 5 exporter from BGE

Jacob Merrill blueprintrandom1 at gmail.com
Thu Sep 26 01:37:20 CEST 2013


Is the engine project a open project?

I am sure the community could help...


On Wed, Sep 25, 2013 at 11:15 AM, Alberto Torres <kungfoobar at gmail.com>wrote:

> 2013/9/25 Jacob Merrill <blueprintrandom1 at gmail.com>
>
>> *I would love to see this html5 engine even if it's still quite basic,*
>>
>
> The engine itself is quite basic indeed, but it shines in the blender
> side. It supports armatures and shape keys calculated in GPU. I'm making
> tests to see if I can support realtime subsurf.
>
>>
>> and the reason I love the BGE is the SCA+python system, and the
>> integration directly into the 3d ap, and the community, and ..... well
>> everything,
>>
>
> That's the exact reasons I like it too. But I was very tired of the pain
> of debugging logic bricks and I wanted something more, and for that reason
> I used Gamekit for a long while, I did PyGamekit, been commiting
> improvements to GK (I even did a script for converting GLSL materials to
> ESSL although I didn't publish it) until I decided to make a new engine
> from scratch. Especially since I started a Python-ish (dialect) to JS and C
> compiler (with inferred typing, which is now evolving to a new language
> better suited for realtime 3D dev).
>
>>
>>
> if the BGE needs a re-write in some of it's core, to be "competitive"
>> why not do it?
>>
>> What is holding us back?
>>
>> Why is bge "slow" ?
>> with multithreading and a few other tricks it should not be a problem to
>> "divide and conquer"
>>
>> Or am I missing something?
>>
>
> Any new engine that is written to replace BGE seems to lack other
> fundamental BGE features. I hope to solve that, though.
>
> Also, it has now Oculus Rift and Razer Hydra support (and therefore the
> upcoming Sixense STEM).
>
>
> DiThi
>
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