[Bf-gamedev] Python logic module refactoring

Jacob Merrill blueprintrandom1 at gmail.com
Fri Mar 13 00:14:23 CET 2015


I actually have not crashed the new test build, or had something unexpected
happen that was not my own fault.

What large tasks remain?
On Mar 12, 2015 4:01 PM, "Sam Brubaker" <sam at worldsday.org> wrote:

> The bge seems usable to me as well, but I do have some bugs in that task
> list. Stability might be even more important for the game engine than it is
> in other parts of blender, since bugs in a game affect the end user
> experience and are much harder to workaround for an artist.
>
> I agree with Campbell that stability should be a priority until such a
> time that more risks and major changes are possible. Let me know if I
> should shut up.
>
>
> On Mon, Mar 9, 2015 at 12:20 PM, Jacob Merrill <blueprintrandom1 at gmail.com
> > wrote:
>
>> How can we fix bugs and refactor in the same move?
>>
>> Also, the engine is very close to usable for me, I had 2 bugs get knocked
>> off the tracker, and now I am hard pressed to find any showstoppers besides
>> the Libload/LibFree cycling crash that appears related to texture cache.
>>
>> I use almost all of the engines features and my game is stable,
>> besides rigid body joints failing, but I guess that is fixed as well and
>> will be in 2.74.
>>
>> the only thing I can think of that I dont use is the vehicle
>> constraints.....
>> On Mar 9, 2015 3:56 AM, "Campbell Barton" <ideasman42 at gmail.com> wrote:
>>
>>> There is really a lot of work to do on the game engine, see tbe bug
>>> tracker - there are many open bugs. (below)
>>>
>>> I don't think now is a great time to refactor Python API - just by
>>> moving modules around.
>>> First get the BGE stable and usable in its current state. Then make
>>> other improvements afterwards.
>>>
>>> If we don't currently have enough resources to keep the BGE stable,
>>> putting energy into breaking API changes seems not the best use of
>>> time.
>>>
>>>
>>> https://developer.blender.org/maniphest/?statuses=open&allProjects=PHID-PROJ-hjlgdc66wg5yny3jg2le#R
>>>
>>> https://developer.blender.org/maniphest/?statuses=open&allProjects=PHID-PROJ-we3tj3fbnpw6ltqucale#R
>>>
>>> https://developer.blender.org/maniphest/?statuses=open&allProjects=PHID-PROJ-tbyxh6d7bngojy6cb6dj#R
>>>
>>> On Mon, Mar 2, 2015 at 3:59 AM, tristan panzer
>>> <republicthunderbolt9 at gmail.com> wrote:
>>> > Hello, I'm start in the game blender development. I propose to move all
>>> > functions contain in bge.logic module in a new python proxy for
>>> > KX_KestjiEngine (like in C++ sources) to replace those functions by
>>> > attributes (when it's possible) ex : bge.logic.getSceneList() to
>>> > bge.logic.engine.scenes. The only role of bge.logic will be to contain
>>> the
>>> > constants, the python dictionary and the proxy of the engine. I know
>>> this
>>> > breaks all existing codes, but can be useful to do that or I'm on the
>>> bad
>>> > way ?
>>> >
>>> > Sorry for my bad English.
>>> >
>>> > _______________________________________________
>>> > Bf-gamedev mailing list
>>> > Bf-gamedev at blender.org
>>> > http://lists.blender.org/mailman/listinfo/bf-gamedev
>>> >
>>>
>>>
>>>
>>> --
>>> - Campbell
>>> _______________________________________________
>>> Bf-gamedev mailing list
>>> Bf-gamedev at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>>
>>
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>
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