[Bf-gamedev] BGE Suggestions

Jacob Merrill blueprintrandom1 at gmail.com
Mon Nov 10 20:20:54 CET 2014


*
http://blenderartists.org/forum/showthread.php?336095-Dev-Draw-Call-Batching-based-on-Moerdn-s-work&highlight=

On Mon, Nov 10, 2014 at 11:20 AM, Jacob Merrill <blueprintrandom1 at gmail.com>
wrote:

> 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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>>
>
>
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