Hi there, In case this is not a task for a GSOC (what I think may be or may not, depending on the specific goal and current state of Benoit's work) those are more interesting projects someone could pick up for GSOC BGE projects:
1 - Hardware Skinning - GLSL vertex shader built-in/out of the box system to speed up bone animations. I have some work on that (VBO working but in the need for optimization and a working example with a real .glsl shader). There are still plenty of work to be done in this project. Highly needed for BGE in my opinion. 2 - real DDS support - BGE currently supports DDS but doesn't make use of its advantages. Also different textures (alpha/normal/color) may need different compression methods. On that scope I would also add creation/convertion of DDS textures from Blender UV/Image editor. * note: I don't use dds myself but I alway heard about how great they are. Is the wiki open for adding those ideas? Cheers, Dalai 2010/3/19 Charles Wardlaw <[email protected]> > > 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) > > I think that might be a bit above and beyond the GSOC boundaries, though. > :) > > The fact of the matter is, a lot of the node work is already done and > in Blender already. It's more a matter of generalizing what's there > and making connections work based on the bpy.data pathing. Going for > a separate library so nodal logic can be integrated into external game > engines sounds like a wonderful feature, but as there are already > open-source packages that accomplish such things and since the number > of Blender users who would benefit from that feature is a small > percentage (IE, people writing their own engines or using Open Source > engines, or possibly Torque), it might be better to focus on generic > nodal connections for within Blender only and add externalizing the > functionality as a separate project for down the road. The generic > system project would have immediate impact on workflows for all > Blender users across the board. > > ~ C _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
