[Bf-gamedev] HTML 5 exporter from BGE

Matt Three ragingelbows at gmail.com
Thu Sep 26 11:07:14 CEST 2013

One of the reasons that I was excited about this mailing list is that it
distinguished making art for game engines from BGE. I think my worry (and a
lot of those people I know who also use Blender with outside engines) was
that BGE was getting the lion's share of attention and a lot of game
centric features that were useful to more mainstream engines were just
ignored because there was always a 'well, we have a game engine' rationale.
If I think about it, I can name no less than five open source game engines
off the top of my head. I can only think of one open source 3D dcc tool
that can compete with professional packages, and that's Blender.  So for a
lot of us that use other engines like UDK and CryEngine (in my case) or
Unity it seemed like a lot of the BGE devs were just reinventing the wheel
and ignoring features that were sorely needed for people who work with
other more production ready engines. I guess what I'm saying is, I hope
this whole list and effort doesn't devolve into just another BGE
project...I really want a tool that is on par with Maya or Max in terms of
capability for game asset production...and Blender is so close....

Anyhow, what I came here to say was something to jwilkins... I think you're
actually doing some of the most important work in Blender development now.
 I do a lot of environmental sculpting in Z-Brush that I would love to do
in Blender, but it's just impossible.  I can't push the poly count I need
to for really detailed models. In Z-Brush I get up to around 30 million
polys regularly; Blender completely chokes at 10, and I have a really fast
computer.  So keep working at it...the light is at the end of the tunnel.

On Wed, Sep 25, 2013 at 5:10 PM, Jason Wilkins <jason.a.wilkins at gmail.com>wrote:

> The project to bring Blender to mobile platforms isn't "old", it is alive
> and well.  I have Blender running on OpenGL ES 2.0 and OpenGL 3.2 Core.
> I did strip out the Android and BGE support so I could focus on Blender
> itself.  Adding Android support back (by taking code from GSoC 2012
> forward) shouldn't take a lot of time for somebody who knows what they are
> doing.
> As for the BGE, I didn't work on it because it became too difficult to
> merge the 2012 code into the current codebase (too many big changes to BGE
> that never got merged last year, ugh).
> However, getting BGE up and running on ES is something I could do fairly
> quickly once it becomes a priority.
> I have this irrational feeling I didn't get enough done this summer, but
> it sure does get me fired up to see people talking about this as if nothing
> was being done ;-)
> On Wed, Sep 25, 2013 at 6:45 PM, Alberto Torres <kungfoobar at gmail.com>wrote:
>> 2013/9/26 Jacob Merrill <blueprintrandom1 at gmail.com>
>>> Is the engine project a open project?
>>> I am sure the community could help...
>>> Not yet, I have yet to finish the specification of the language it's
>> written in, and clean up the reference implementation. I want it to be open
>> source, but it needs a lot of work on my side or no one will contribute.
>> Now I'm focusing in making cool looking engine demos first.
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