[Bf-python] A question about the current and future capabilities Python scripting in Blender

Goat Man goatman.py at gmail.com
Tue Dec 14 06:11:15 CET 2010


Hi Karl, i'd also like to see this happen.  Custom logic bricks, or python
defined logic nodes as Campbell mentioned.

In the thread you linked, Carsten says he sees no use for realtime update or
dynamically adding logic bricks while the BGE is running.  But i like the
idea, the best visual programming interface i have come across is Scratch.
 Its a big deal to be able to see the update while you edit the blocks.  As
it is now with BGE, blender is either in "creator mode" or "BGE" mode, but
it can't do both at the same time, right?  Note that Scratch uses snapping
logic bricks, not nodes excatly - Ideasman, i like snapping bricks like
squeak better than free floating nodes, its more compact and clear, too many
nodes and its going to be hard to see the logic.

-brett


On Tue, Dec 14, 2010 at 11:37 AM, Campbell Barton <ideasman42 at gmail.com>wrote:

> Hi Karl, I think creating logic bricks in python would be acceptable
> by the BGE developers its been discussed but nobody ever wrote it.
> Though if we are able to get nodal logic to replace logic bricks it
> may be better to have python define new logic nodes instead.
>
> Since this isn't in blender yet. I found using states helps split up
> python controller logic unto manageable chunks.
>
> Ron, I don't understand your statement "I was never able to find
> documentation about how to build libraries of Python classes that
> could be included in Blender scripts."
> library is a generic term which can refer to lots of things in
> blender, can you be more specific as to what you tried?
>
> On Mon, Dec 13, 2010 at 7:04 PM, Ron Wheeler
> <rwheeler at artifact-software.com> wrote:
> > I am also interested in this approach.
> > I was trying build animation sequences in Python.
> > I was able to get an animation working but ran into problems when I tried
> to
> > use packages and libraries to organize my functions.
> >
> > I was never able to find documentation about how to build libraries of
> > Python classes that could be included in Blender scripts.
> >
> > Ron
> >
> > On 13/12/2010 11:29 AM, Karl wrote:
> >
> > Hello!
> > First and foremost, as I just joined this mailing list I have little
> > knowledge if my question has been already answered in some point of time
> or
> > not. Something in this vein was discussed here in
> > 2008:
> http://lists.blender.org/pipermail/bf-python/2008-January/005123.html
> > .
> > I am a graduate student in computer science, currently working on a
> project
> > that utilises Blender and Python in order to programmatically create what
> > are basically Blender games. For the last two months I have studied both
> the
> > Blender Python API and the Game Engine API, and found to my
> disappointment
> > that while it is possible to create objects from the bottom up, there is
> no
> > way to create new sensors, controllers or actuators. I realize that there
> is
> > a chance I might have missed some important documentation or tutorial, so
> if
> > this is the case, feel free to correct me.
> > Now to my question: are there any plans to create functions/modules in
> the
> > Blender Python API to allow the creation of logic bricks (i.e. sensors,
> > controllers, actuators)?
> > From the discussion I referred to above, the an argument against this
> change
> > was that there was no use for this functionality. I would argue against
> > this, as with this capability it is possible to create fully working
> games
> > by writing a Python script to be interpreted by Blender. Furthermore, if
> > what I understand about the Blender Python API is correct, then it should
> > also easily be possible to create a scene using Blender and then
> > programmatically add the necessary logic bricks with a Python script.
> This
> > does away with the connect-the-dots approach that - while clever - makes
> it
> > difficult to do more complex programming.
> > Again, I am sorry if this topic has been covered somewhere: while the
> > internet is full of Blender tutorials, they have mostly to do with the
> > artistic aspect and it seems to be difficult to find information about
> > topics such as this.
> > All the best,
> > Karl Potisepp
> >
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> >
>
>
>
> --
> - Campbell
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