Hi, The meeting was very interesting although several important developers were missing and therefore a decision could not be taken. The different options were presented and their pros and cons were analysed. Here is a link with a google doc where we put those pros and cons and also the main guidelines of the discussion: https://docs.google.com/document/d/1vqrt24yeyg85NmuhsLnBJhkHNuBmdQ7cZ377KPyl_tU
Thank you all, it is good too see the interest on the project and also the possibles alternatives. lordloki 2015-04-06 21:10 GMT+02:00 Jacob Merrill <[email protected]>: > The game engine is in fact very good for making games, > this is in the game engine, note its mostly mechanics at > the moment. > https://youtu.be/nuVyA3rNwRk > > and this is something I have been working on on and off for some time. > a walking ragdoll. (A work in progress) > https://youtu.be/qgc8V_ghl54 > > I can do almost anything using bge python and logic.... > > My only limits are to do with hardware mesh instancing and static draw call > batching. also, you cant move the LOD center calculation, > making sniping tricky, For this reason I wrote my own LOD and State LOD > manager in python. > > the engine is strong though somewhat quirky. > > anyone who wants to edit that doc let me know by asking for edit rights, > > when I opened it to all, some one deleted the doc and wrote the bge is > dead. > On Apr 6, 2015 12:00 PM, "Daniel Salazar - patazstudio.com" < > [email protected]> wrote: > > > Hi Jorge, I use the BGE as an interactive tool/controller for > > projects. Not to make games really. So my feedback is based on that. > > > > IMO it's already pretty amazing. The work that has been done to the > > API is very welcomed. Forget about logic bricks, using them is a > > mistake, they may do your think but then extending or refactoring an > > existing logic brick setup is a nightmare. The current bge API already > > goes a long way in detaching from the logic bricks, please keep going > > in that direction, there should be no need at all to use that limited > > system :) > > > > best regards > > Daniel Salazar > > patazstudio.com > > > > > > On Mon, Apr 6, 2015 at 5:36 AM, Arnaud Loonstra <[email protected]> > > wrote: > > > I've been digging in the BGE a lot in the past. It has really struck me > > > that there was such a lack of interest in the GameKit project. That > > > project is really promising. It has a generalised approach therefore it > > > started as IrrKit (using IrrLicht) and then moved to Ogre (OgreKit). > > > There were talks of doing a native OpenGL backend. The code was well > > > structered and easy to go through. In anyways it was very very close to > > > BGE and Blender. Even enabled the LogigBricks. Their fatal descision - > > > IMHO - was not having Python support. (only Lua) From a technical point > > > of view this makes sense but then you fail to take a huge existing > > > userbase into account. GameKit is still there, I really see no argument > > > for not picking up that project. Just add python support with a > wrapping > > > bge module. Continue with OGRE (2.0 is on the way) or build a different > > > backend (i.e. https://github.com/bkaradzic/bgfx or GL) > > > > > > Another project I don't see on the list is > > > Urho3d.(http://urho3d.github.io/) This is the project I'm currently > > > following the most. Again no Python support but it could be added with > > > not too much trouble. > > > > > > Yes python is not the fastest but python enables a bridge between many > > > worlds other then gaming. Yes Lua can do this too, but it doesn't, > > > period. > > > I also wouldn't bet my money too much on gaming. With all available > > > engine packages it is saturated. I don't know anybody using the BGE to > > > build games but I do know a lot of people who do use the BGE for other > > > purposes. IMHO the strength comes from 'realtime', not 'game'. Realtime > > > can include game but not vice versa. > > > > > > I would have added this to the doc but need editing rights :) > > > > > > Rg, > > > > > > Arnaud > > > > > > > > > On 2015-04-04 03:59, Jacob Merrill wrote: > > >> > > >> > > > https://docs.google.com/document/d/1VcC6pREY9XcamXqBOmnrp2NparGT0N9BfXRG-IhaJ5c/edit?usp=sharing > > >> > > >> here is the same doc, opened back up for editing :D > > >> > > >> [BPR] is me.... > > >> > > >> (thank you again for all of your hard work!) > > >> > > >> On Fri, Apr 3, 2015 at 6:48 PM, Jacob Merrill > > >> <[email protected]> > > >> wrote: > > >> > > >>> Side note, that open doc has not been made available to people on > > >>> blender > > >>> artists that use the engine, > > >>> > > >>> " > > >>> > > >>> > > > https://docs.google.com/document/d/1VVZAP0t5IZmGnwwHKSuo2FNn_7vnCb8BcKlMoymz9YI/edit?usp=gmail > > >>> " > > >>> > > >>> I would have had a few things to say/add > > >>> > > >>> On Fri, Apr 3, 2015 at 11:02 AM, Jacob Merrill > > >>> <[email protected] > > >>> > wrote: > > >>> > > >>>> I think that modernizing the viewport of the current bge would > > >>>> allow > > >>>> projects that are greenlit to compete better in the wild, > > >>>> there is also the newer bullet builds.... > > >>>> > > >>>> I vote for refeactor and upgrade, > > >>>> > > >>>> The current engine is useable currently, > > >>>> > > >>>> 1.Viewport upgrade > > >>>> 2.bullet upgrade > > >>>> > > >>>> 3-Logic brick color coding system, and leave noodle highlighted > > >>>> mode. > > >>>> > > >>>> #3 =if you could color the wires of logic, it makes it much easier > > >>>> to > > >>>> follow, there is a reason electricians use more then 1 color wire > > >>>> :) > > >>>> also hide by color would help a bunch. > > >>>> > > >>>> leave last noodle highlighted = makes it much easier to track down > > >>>> in > > >>>> complex systems. > > >>>> On Apr 3, 2015 10:50 AM, "Jorge Bernal" <[email protected]> > > >>>> wrote: > > >>>> > > >>>>> Hi BGE/Blender developers, > > >>>>> > > >>>>> last BGE meeting was almost a year ago. I think that it's time to > > >>>>> organize > > >>>>> another one to put in line our ideas regarding the BGE's future > > >>>>> ;-) > > >>>>> > > >>>>> In the last meeting (See [1] and [2] ) we exposed all the possible > > >>>>> options > > >>>>> that we had but we didn't take any decision. Now that the bug > > >>>>> tracker is > > >>>>> slowly again under control and we have more volunteers, I think > > >>>>> that it's > > >>>>> time to take that decision: > > >>>>> > > >>>>> Basically, we have: > > >>>>> 1- Rewrite/Refactor the current BGE > > >>>>> 2- Integrate another game-engine (like Panda3D) > > >>>>> 3- Leave the BGE as interactive tool. > > >>>>> 4- Rewrite/Refactor current BGE + interactive tool + reuse code > > >>>>> from > > >>>>> blender (i.e new viewport code) > > >>>>> > > >>>>> The only thing that we were all agreed was that we wanted a real > > >>>>> game > > >>>>> engine not a limited one focused on interactive tool :-). > > >>>>> > > >>>>> Also, we would like to know the official BF position to be rowing > > >>>>> all in > > >>>>> the same direction. > > >>>>> > > >>>>> Last time the meeting was at 21h UTC. If everyone agrees we can > > >>>>> have a > > >>>>> meeting this monday 6th at 21h UTC > > >>>>> > > >>>>> Regards, > > >>>>> Jorge > > >>>>> > > >>>>> [1] http://www.pasteall.org/52137 (irc log) > > >>>>> [2] > > >>>>> > > >>>>> > > >>>>> > > > https://docs.google.com/document/d/1VVZAP0t5IZmGnwwHKSuo2FNn_7vnCb8BcKlMoymz9YI/edit > > >>>>> (document exposing all options and pro/cons) > > >>>>> _______________________________________________ > > >>>>> Bf-committers mailing list > > >>>>> [email protected] > > >>>>> http://lists.blender.org/mailman/listinfo/bf-committers > > >>>>> > > >>>> > > >>> > > >> _______________________________________________ > > >> Bf-committers mailing list > > >> [email protected] > > >> http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
