[Bf-gamedev] HTML 5 exporter from BGE

Jacob Merrill blueprintrandom1 at gmail.com
Thu Sep 26 16:32:01 CEST 2013


Z-brush = Blender UI, not GameDev,

With the blender UI you can indeed publish game assets, however,
The BGE exists, and people are working hard to make it better,

With LOD, occlusion culling, and a little modernization, the BGE is the
same animal as the pay engines,

I would love to develop using unityPro, or Cryengine, however they are not
blender..... I try to use those tools and they seem weak by comparison.

I LOVE SCA logic, I am falling in love with python....

I have found no tool even near as fast, or complete at creating amazing
gameplay mechanics,

and as far as "Visual limits"......

If I have a great LOD set up, and things are slowing down, then adjust the
draw distance / detail  level.

With the  trunking of kupomans LOD, it will  allow  for easy coding of GFX
detail level selection, Multithreading the render and physics, and
dependency graph, would mean that the BGE is not far from the other engines
at all.


I also want blender to have every tool you  need, but Z-brush is not a
gameDEV  feature, it's a modeling tool. (not that I don't want it because I
do)

I think that we all have our own goals,
publishing games running the bge is mine.

If we can export to JS or C, then in fact the BGE will be just as fast as
cryengine? (*I am really asking*)


On Thu, Sep 26, 2013 at 2:07 AM, Matt Three <ragingelbows at gmail.com> wrote:

> 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.
>>>
>>>
>>> _______________________________________________
>>> Bf-gamedev mailing list
>>> Bf-gamedev at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>>
>>>
>>
>> _______________________________________________
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>>
>
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