I'm in the "support external engines" camp but that does not mean we drop BGE. I follow the UPBGE project on GitHub and they're doing really great work. Look forward to further discussions on IRC and bf-viewport!
Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire On Mon, Nov 14, 2016 at 4:25 AM, Jorge Bernal <[email protected]> wrote: > Hi, > > Let me introduce a bit more the purpose of this request for all people that > don’t know what UPBGE is. > > During last BGE meeting, around one and half year ago, it was established, > at least, 3 ways to follow regarding the blender game engine. To summarize, > one of them was to adapt the blender code to embrace existing external > engines (under this way are Armory, Panda, Godot, etc), another one was to > create a new internal and tiny game engine (no one is working in this way > at this moment) and the last one was to refactor the BGE progressively to > reach a new up to date standard (UPBGE is a project that follows that last > way). > > Then, taking into account, that the current workflow that we were > conducting to modify the BGE (through developer.blender.org differential > diff/patches) was so slow for a big refactor as this one it was done a new > branch/fork in github (https://github.com/UPBGE/blender). > > During this last year a great effort has been put by UPBGE/BGE developers > to refactor the code with that goal in mind. Now our purpose is to try > backporting all the new changes and refactors into the 2.8 branch (or a > parallel one) to bring the BGE to a new life (and successful one, we hope) > life. :-) > > Here below there is a summarize of main modifications done to BGE (check > release notes in https://doc.upbge.org/ for a deeper explanation): > > > > - *Main Refactors*: > > o The event system was totally reworked. Now there is a Device folder > containing all device related code (keyboard, mouse and joysticks). With > this refactor we can assure, at last, that the game engine won’t lose > events even with low-very low fps anymore. Additionally, the joystick part > follows the new database standard defined by steam to homogenize the > joysticks nightmare. > > o A new common launcher system was developed. It was done to reduce > duplicated code between embedded player and external player. > > o New FBO renderer using GPU_framebuffer / GPU_texture. Off screen > rendering consists in render the scene directly to an off screen (FBO with > color texture and depth texture) and at the frame end render the off screen > to screen. Internally a lot of things are improved and simplified like the > 2d filters, render textures and soft particles. > > o Multitexture mode was removed to fulfil with new OpenGL 3.3 & on goal. > > o Vertex Arrays + Display lists were removed too. At this moment, we have > only VBOs. The VBOs were improved a lot to overpass the Vertex arrays + > Display List performance. > > o Refactor of Rasterizer OpenGL calls. The goal of this refactor is to > reduce the opengl calls outside of Rasterize module. > > o New 2D Filter python Proxy. The user can now access to the filters from > the scene in python from a filter manager. > > o Variable vertex memory size implemented. A new system with template > vertex class is used internally. This system allows to reduce memory usage > by reducing the number of UV layers used, in the same way the mesh > transformations are optimized. > > o Triangle rendering. All the meshes are rendered as triangle now. > > o Lots and lots and lots of more tiny refactors and cleanups. You can > check them in the release notes. > > - * New features implemented*: > > o Geometry instancing > > o Parallax mapping > > o Subsurface Scattering > > o Realtime Cubemaps (including reflection and refractions) > > o Python components > > o Mipmap per texture > > o GLSL Text Highlighting > > o New LOD system > > o New movement Sensor and Joystick Vibration actuator logic bricks > > o Joystick Sensor adapted to Xbox360 joystick standard. > > o Constant material values > > o Geometry shaders > > o Ray sensor mask > > o Update of bounding box in realtime > > o New python console interpreter can be launched in-game > > o Soft particles (also called Depth transparency) > > o Static shadow rendering > > o Sky background render > > o Material Texture and lamp texture LOD bias > > o Access to Vertex UV list > > o Access to collision contact points > > o Access to additional properties of material and texture in realtime > > o ImageRender and ImageMirror HDR > > o Physics shape replacement and duplication > > o Physics suspend and resume > > o Access to Text Dimensions > > o Access to python polygon and vertex > > o Debug bounding box and armatures > > o Percentage closer filtering shadow > > o Material switch > > o Multiple vertex color per layer > > o World exposure and range > > o And a few additional ones. You can check in the release notes. > > - *Work on-going at this moment*: > > o GPU Hardware Skinning > > o Planar reflections > > o Audio effects (revert, echo, etc) > > o Deferred rendering > > o UV Scroll > > o Static Batching > > o SCA refactor and cleanup. > > o And a lot more. > > - *BugFixes*: > > o Lots of bugs (around 40-50) reported in developer.blender.org fixed. > Also fixes for bugs not reported. > > For contact and discussion the UPBGE team are composed of > > Official Blender BGE devs: > - panzergame (Tristan Porteries) > - lordloki (Jorge Bernal) > > And only upbge devs: > - TwisterGE (Diego Lopes) > - youle (Ulysse Martin) > > > Regards, > lordloki > El 13/11/2016 5:24 p. m., "tristan panzer" <[email protected] > > > escribió: > > > Hello, > > > > I propose to everyone interested in BGE to talk about a possible > > replacement of BGE by UPBGE (upbge.org) this week on IRC. The discussion > > is > > to know if UPBGE can be choose, what change will be needed for BGE > related > > to 2.8 viewport, and more… > > > > The team will be here all the week after 21 GMT in #blendercoders, and > > frequently in #upbgecoders. > > > > Tristan. > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > https://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
