[Bf-gamedev] HTML 5 exporter from BGE

Jacob Merrill blueprintrandom1 at gmail.com
Fri Sep 27 00:13:16 CEST 2013


Why is it that blender can't handle the polygons?
Threading?
On Sep 26, 2013 3:11 PM, "Matt Three" <ragingelbows at gmail.com> wrote:
>
> Replicating something like a current AAA engine in BGE would be close to
impossible. With UDK or Cryengine or Frostbite you essentially have an
engine that took dozens of programmers a couple of years to crank out.
>
> From an artist's standpoint when I work in Cryengine I get:
>
> Full realtime global illumination.
> Dx11 features like tessellation.
> Advanced physics and particle simulations.
> Weather systems.
> Physically based shading.
>
> Those are just a few of the features. Not to mention performance.  The
demo scene in Cryengine pushes 1.5 million polys with realtime GI at 60fps
on my midrange machine.  It's just not something Blender is physically
capable of (and shouldn't be, frankly). That's not saying BGE is bad, but
it's not something (or most other artists) would chose to do a next
generation game on.
>
>
>
>
>
>
>
>
> On Thu, Sep 26, 2013 at 1:41 PM, Jacob Merrill <blueprintrandom1 at gmail.com>
wrote:
>>
>> 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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