BGE relies on blenders pose data, event system, fcurve animation, materials, modifier calculation, drawing (in some cases) and math functions.
We could have BGE compile as a python module or a plugin and just allow it use blender internal functions but then not sure what the advantage is? ...aside from slightly faster startup (from a smaller binary). Currently, there is noting stopping developers from writing python modules that use blender internal functions, symbols are resolved on importing which means you could have the module linking with your own libs/SDKs without having blender depend on those SDK's. Ofcourse the module will fail to import if the libs are not found or the symbols for blender functions. Recently I did some tests too see how well this works and have some uncommitted code to have a generalized way to include our own Py/C modules in blender, though the purpose of this is for faster fileformat i/o it could be used for all sorts of things. While python isnt needed for plugins I think it can integrate better then referencing a .so or DLL directly which is how it worked in 2.4x. On Mon, Feb 22, 2010 at 10:55 PM, Jeff Moguillansky <[email protected]> wrote: > Hello, > I was wondering what is the status on making the blender game engine into a > generic plugin for blender - and making a generic plugin system for blender > that allows for plugins such as a custom game engine. > > Thanks, > Jeff > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
