[Bf-gamedev] Scientific Visualization with BGE - DeDaLo

Daniel Stokes kupomail at gmail.com
Sat Mar 28 04:09:21 CET 2015


Roberto,

If you want to run your own OpenGL code in the BGE, I recommend using
PyOpenGL for it. BGL is outdated.

Regards,
Daniel Stokes

On Thu, Mar 26, 2015 at 8:07 AM, Roberto Casalegno <
roberto.casalegno at b2fh.org> wrote:

>  Thank you all for your replies, links and info.
>
> how many points approximately should BGE handle? What should be a point
> visual representation (dot,cube,sphere)? Will these points be of a regular
> grid shape or have random position?
>
>  I would manage something like millions of points, visualized as dots.
> Positions will be in a 3D coordinate cube, because usually they will
> represent particles in 3D space.
>
> I wonder about using a geometry shader using HG1s hack , and pass all the
> points in a single draw call?
>
> I'll take a deeper look at it, at first sight wasn't so clear to me.
>
> Rendered as simple GL_POINTS
>
> That seems a good idea, and also your "benchmark"(17M points) looks
> promising. I've read that BGE support BGL v4, is it true?
>
> Best,
> Roberto
>
> --
> _______________________________
> NAM| Roberto Casalegno
> SKY| casalegno.roberto
> PHO| +39 335 6837810
> FAX| 1782719301 (Italy)
> WEB| www.b2fh.org
> TZO| GMT+1
> _______________________________
>
>
> _______________________________________________
> Bf-gamedev mailing list
> Bf-gamedev at blender.org
> http://lists.blender.org/mailman/listinfo/bf-gamedev
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-gamedev/attachments/20150327/a9f6680b/attachment.htm 


More information about the Bf-gamedev mailing list