[Bf-gamedev] BGE Suggestions

Jacob Merrill blueprintrandom1 at gmail.com
Mon Nov 10 20:20:40 CET 2014


would disabling the "multitexture" and only allowing GSL make the engine
faster?

what about nodes only?

(per polygon) what would make the engine able to handle more geometry?

has anyone had any luck using
Moerdn's work
 and* Mahlins ??*



On Mon, Nov 10, 2014 at 10:46 AM, blenderleo <blenderleo at gmx.de> wrote:

> > our current filter system does not have a great way to facilitate
> > these extra options at the moment.
> Why? Other Actuators have options, too.
> Can't the current filter system pass GUI options to shader uniforms?
>
> A different feature that would be really awesome is the integration of
> advanced material shader options (like Parallax Mapping, Subsurface
> Scattering or Cube Enviroment Mapping) into the material editor.
> For example, Parallax Mapping could be an additional panel with various
> options.
> There are plenty of implementations of this by blender artists, who swap
> shaders via python. If those were right in the material properties, more
> artists could use them without the need of coding knowledge.
> What are the problems with integration these?
>
> blenderleo
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