[Bf-gamedev] A new script interface for bge (in theory) - A small diagram

brita britalmeida at gmail.com
Thu Jan 29 19:43:19 CET 2015


Skimming through your text and diagrams..

you are attempting to provide 'one big file with the API', instead of the
bits, as is now.
One big file is seldom a good idea and, in this case, the BGE is designed
in modules and objects. The python API reflects the Object Oriented
programming that is inside. It should be modular and in bits, it is
intentionally designed this way. OpenGL is designed in a different way.
this means that you shouldn't do    function(objectid, args), but
object.function(args)

next, you are splitting of the API from the engine into a separate shared
library. why? (and take care, because dlls are the windows version of
shared libraries, blender is multi-platform).
the API is a door to interact with a system. doors should be provided along
with the room, they are a part of it.

the third thing is your focus on start, tick, stop.
The GE loop currently is not prepared to be controlled externally.
Look at your diagram in page2, you have concurrent arrows, who controls the
call of a next frame?
Is it even useful to control it manually?

all this said, the python api for the ge is incomplete and has many things
out of place.
as a suggestion, why don't you try to fix smaller things in the current
API, starting by lacking documentation, if you will. until you have enough
experience to know where exactly it is lacking and what you can be done
about it.

--
Inês Almeida / brita_
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