# 4 The practical applications is thousands of lamp hooks With shadows in a scene, by only populating the closest x lamp hooks with lamps.
I do this in this test scene, as well as only add physics to closest x objects. https://youtu.be/_aY32PTR2Yo On Mar 3, 2016 12:49 AM, "Ines Almeida" <[email protected]> wrote: > Hi Jacob, > > 1) I agree that the Sensor-Controller-Actuator model that the BGE logic > system has gotten a bit outdated and is not very flexible. > This is why I think it should be redesigned in a bigger way than you > propose, which unfortunately also means it would be too big of a project > for GSoC. > > 2) I know very little about OpenCL and particle systems, so I'll mostly > skip this one :) I'll just note that this is functionality that should > match as best as possible the blender particle system and the renderer > (which is outdated) > > 3) This is viewport project (and also too big for gsoc) > > 4) I don't know much about this either. Do you have any references? What > are the practical use cases for this? > > It is difficult to come up with reasonable, limited and well defined ideas > that are useful for the BGE. Also, students can always submit and discuss > their own proposals. Are you planning to apply as a student? > > -- > InĂªs Almeida / brita_ > > On Thu, Mar 3, 2016 at 6:58 AM, Jacob Merrill <[email protected]> > wrote: > > > I have a few ideas for bge improvements that could empower users. > > Please feel free to add your own. > > > > Can some or all of these go on the GSOC document? > > > > 1. actuators use sensor outputs as dropdown options > > example > > > > Sensor(Ray)----------controller(and)--------track to (Ray hitObject) > > > > - this can open up logic to do things very fast without python. > > - expands the flexibility and accentuates the current design > > - may be able to be pieced together with existing code blocks(property > > actuator) > > > > > > 2. OpenCL based particle system with user defined particle atlas with > > support for uv animation on a per particle basis. > > > > > > > http://enja.org/2010/12/16/particles-in-bge-fluids-in-real-time-with-opencl/ > > > > > > 3.PBR rendering system - Modern renders use PBR plain and simple. > > > > 4. KDTree based dynamic lighting manager system - to shuffle the same X > > dynamic lamps around to create the effect of hundreds of lamps in a large > > level. > > (I already have written and used this in python but not a native system) > > > > > > I have more..... > > _______________________________________________ > > 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
