+1

A general purpose nodal mechanism will be great for a number of things
and may even become a project on its own rights. But in order to do
that it should be:
 1. BSD licensed et al.
 2. Lightweight - using lua instead of python
 3. designed from the ground up as an external module, not using any
of the current blender infrastructure but highly similar in design and
concept (in the context of the game engine)

 The above will enable us to incorporate the module in blender as well
as for-distribution outputs of work.


On Fri, Mar 19, 2010 at 11:19 AM, Erwin Coumans <[email protected]> wrote:
> Hi Campbell,
>
> Your focus in the previous email was all about BGE.
>
> Such nodal logic GUI should be more general purpose, we should not
> brush that under the carpet.
>
> Cheers,
> Erwin
>
> On Mar 19, 2010, at 7:47, Campbell Barton <[email protected]> wrote:
>
>> Erwin, I know you'd like to have a re-usable nodal logic system for
>> the GameKit but this is up to the author, since it also requires them
>> to license it under BSD/ZLib or similar.
>> There are loads of game projects around and I'm sure many need logic
>> editors so while it would be cool to have a re-usable one its also not
>> up to blender to provide.
>>
>> First priority should be really good nodal logic in blender,
>> reputability, different language bindings, portability to different
>> engines etc are all an extra.
>>
>> On Fri, Mar 19, 2010 at 3:23 PM, Charles Wardlaw
>> <[email protected]> wrote:
>>> Is there any chance that the nodal logic proposal can be used outside
>>> the game engine?  The node stuff listed on the ideas page above the
>>> game logic sounds brilliant.  Nodal data paths for rigging and for
>>> particles could rely on the same structures, only targeting different
>>> underlying data in the bpy.data list.  Since "everything is
>>> animateable," the difference is only in which variables are connected
>>> for output from a node tree.
>>>
>>> For example, being able to have AI decide paths to take based on the
>>> current game state is nice, but being able to have particles in one
>>> group birth a second group on collision with a separate object, and
>>> having different forces / gravity effecting each group, would be
>>> extremely powerful.  I don't see this as too far outside the realm of
>>> the proposal provided the system were a generic enough design.
>>>
>>> Also, a generic system would benefit compositors and texture
>>> writers--
>>> I'm sure there will be nodal logic bricks that would be useful for a
>>> shader tree, etc.
>>>
>>> Not that nodal logic for something like crowds isn't wanted.
>>> ~ C
>>>
>>>
>>>
>>> On Fri, Mar 19, 2010 at 10:00 AM, Erwin Coumans <[email protected]
>>> > wrote:
>>>> Note that a nodal logic GUI should not just target the rather
>>>> obsolete BGE,
>>>> but also external game engines, such as the new gamekit project.
>>>> (http://gamekit.googlecode.com)
>>>>
>>>> Is Benoit still planning to work on this nodel logic interface?
>>>> Thanks,
>>>> Erwin
>>>>
>>>>
>>>>
>>>> On 19 March 2010 06:29, Campbell Barton <[email protected]>
>>>> wrote:
>>>>
>>>>> Hey Shuvro.
>>>>> nodal logic integration is an ambitious GSOC project if you're not
>>>>> already familiar with blender game engine source.
>>>>>
>>>>> I'd expect the nodal logic internals would not be biggest problem,
>>>>> rather getting blender UI and scripts and existing logic bricks
>>>>> all to
>>>>> work well together.
>>>>> Benoit may have some ideas for how this could be wrapped up into a
>>>>> good GSOC project (possibly do help him with his plans for nodal
>>>>> logic).
>>>>>
>>>>> Otherwise Id suggest something less ambitious, but with a focus
>>>>> like
>>>>> - Better control over interactive animations with the BGE
>>>>> - Enhancements for dynamic level loading (utility functions for
>>>>> tiled
>>>>> terrain, loading online data in the background)
>>>>> - Enhancements for NPC's (logic bricks to walk along a path,
>>>>> settings
>>>>> waypoints, detecting possible collisions etc)
>>>>> - Improve interface for editing bullet physics, constraints, adding
>>>>> hinges, pivots etc
>>>>> ...Sure you can think of many more...
>>>>>
>>>>> On Fri, Mar 19, 2010 at 2:10 AM, shuvro sarker
>>>>> <[email protected]> wrote:
>>>>>> Hi,
>>>>>>
>>>>>> I am interested in implementing the node tools for the logic
>>>>>> bricks as a
>>>>> *
>>>>>> GSOC* project.
>>>>>> This project is know as *nodify logic* in Blender's Idea
>>>>>> List<http://wiki.blender.org/index.php/Dev:Ref/GSoC/2010/Ideas>
>>>>>> of *GSOC 2010*.
>>>>>> I have also read through the
>>>>>> page<http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic
>>>>>> related
>>>>>> about it. But there are a lot of stuffs there.
>>>>>> Can someone clarify me about the scope of this project and the
>>>>>> steps
>>>>> needed
>>>>>> to be implemented for that project?or workflow?
>>>>>> I will be highly glad if *benoit* tell me something about this.
>>>>>>
>>>>>>
>>>>>> I will be also happy to have some more ideas about  *Logic
>>>>>> Nodes* that
>>>>> are
>>>>>> not listed in this
>>>>>> page.<http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic
>>>>>>
>>>>>>
>>>>>> Thanks.
>>>>>>
>>>>>> Shuvro
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>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> - Campbell
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>>
>>
>>
>> --
>> - Campbell
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