[Bf-gamedev] HTML 5 exporter from BGE

Jacob Merrill blueprintrandom1 at gmail.com
Thu Sep 26 22:41:48 CEST 2013


Ok, so these features are?
And what is stopping us from replicating it?
On Sep 26, 2013 1:39 PM, "Matt Three" <ragingelbows at gmail.com> wrote:

> To answer your question, Jacob, Cryengine and UDK are both miles ahead of
> BGE in terms of features. BGE is great for concepting and small games, but
> for someone like me who is making a multiplayer FPS it would be a poor
> choice.
>
> http://www.youtube.com/watch?v=pY2Yp_J7a5Y is an example of what you can
> do in Cryengine.
> http://www.youtube.com/watch?v=gJR46RlrmGE is an example of a cool
> feature in UDK.
>
> Also, to be clear Z-Brush is not a game engine. It's a really fantastic
> sculpting program. I am lamenting the fact that Blender cannot push nearly
> as many polygons for sculpting as Z-Brush (or Mudbox for that matter).
>
>
> On Thu, Sep 26, 2013 at 7:32 AM, Jacob Merrill <blueprintrandom1 at gmail.com
> > wrote:
>
>> 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.
>>>>>
>>>>>
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>>>>>
>>>>>
>>>>
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>>>
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>>
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