Future of GameEngine
Moderators: jesterKing, stiv
Future of GameEngine
Hi everybody. I was wondering if those who are developing the Game Engine can provide more info about the future of it.
As I'm reading the forums and the web site seems that Ogre3d is going to replace GameEngine. But at the same time I see that there are physics, shaders and other support added to GameEngine in the last releases. Does that mean that there is some kind of compatibility plan (as using GameEngine as a high-level system and Ogre3d as the low-level engine), or will the entire engine be scrapped?
Specifically I'm asking because I would like to learn the GameEngine myself. But I'm not sure if I should start now, or wait, or learn PyOgre (?)...
Any hints will be really appreciated. Cheers,
Juan
As I'm reading the forums and the web site seems that Ogre3d is going to replace GameEngine. But at the same time I see that there are physics, shaders and other support added to GameEngine in the last releases. Does that mean that there is some kind of compatibility plan (as using GameEngine as a high-level system and Ogre3d as the low-level engine), or will the entire engine be scrapped?
Specifically I'm asking because I would like to learn the GameEngine myself. But I'm not sure if I should start now, or wait, or learn PyOgre (?)...
Any hints will be really appreciated. Cheers,
Juan
The improved physics is being done by Erwin, Ogre integration is being done by Charlie with Erwins assistance. Crystalspace work is being done by Jorrit but most of his efforts are focused on the main Crystalspace. After Charlie finishes making the engine interface plugable, crystalspace integration will probabably go much quicker.
LetterRip
LetterRip
There is a unified plan, and it's not that complicated:
The game engine is slowly improving.
1) - physics is being replaced by Bullet (work in progress, already in 2.41, ongoing work)
2) - graphics is being replaced by Ogre3d (work in progress, not in cvs)
So Ogre3d will only replace renderer/graphics, it is not a game engine.
Apart from that, there are plans to support _other_ game engines through a plugin system. But that is a seperate story, not directly related to the current game engine.
The game engine is slowly improving.
1) - physics is being replaced by Bullet (work in progress, already in 2.41, ongoing work)
2) - graphics is being replaced by Ogre3d (work in progress, not in cvs)
So Ogre3d will only replace renderer/graphics, it is not a game engine.
Apart from that, there are plans to support _other_ game engines through a plugin system. But that is a seperate story, not directly related to the current game engine.
Yeah, I was wondering that too 5 months after the initial announcement of the Ogre3D integration. The web page about it (http://blenderogre.home.bresnan.net/) has nothing new since 5 months, so, I guess this is filed under "yet another dead project" 

Hey all,
This project is still in the works, I'm basically learning as I go along which has
led to a few rewrites. It will be ready as soon as possible, but I can't really
set a date or anything because I just don't know.
The Crystal Blend project looks like a really good thing. It is so much more
mature than the Ogre integration is at the moment. So I'm looking forward to
that as well.
Thanks,
Charlie
This project is still in the works, I'm basically learning as I go along which has
led to a few rewrites. It will be ready as soon as possible, but I can't really
set a date or anything because I just don't know.
The Crystal Blend project looks like a really good thing. It is so much more
mature than the Ogre integration is at the moment. So I'm looking forward to
that as well.
Thanks,
Charlie
There is need of development on a number of aspects with the
creation of exe files with blender. For one, save dynamic runtime
does not work, but save runtime does.
Plus the physics engine is a little bit dodgey. eg a cube inside a cube
will fall out if you apply a lot of force to it.
Sometimes things fall through the floor.
But most importantly. The graphics problems with exe files.
Alpha values don't get carried through to the exe.
I can't make invisible objects!!!!
Plus shadows aren't good looking in exe files.
And many other vital aspects of good graphics are not displayed with
the exe files.
Also the physics engine is not fast enough. It causes some lag when there
are lots of objects.
Say about 50 objects
creation of exe files with blender. For one, save dynamic runtime
does not work, but save runtime does.
Plus the physics engine is a little bit dodgey. eg a cube inside a cube
will fall out if you apply a lot of force to it.
Sometimes things fall through the floor.
But most importantly. The graphics problems with exe files.
Alpha values don't get carried through to the exe.
I can't make invisible objects!!!!
Plus shadows aren't good looking in exe files.
And many other vital aspects of good graphics are not displayed with
the exe files.
Also the physics engine is not fast enough. It causes some lag when there
are lots of objects.
Say about 50 objects
Ogre3D should improve shadows and graphics performance.
Check out the new lightmap demo too:
http://www.continuousphysics.com/Bullet ... .php?t=752
On a modern machine, a few hundred active physics objects should be fine, less then 30% CPU time. The Bullet-house3.blend has over 200 objects:
http://www.continuousphysics.com/Bullet ... .php?t=752
Bullet physics is always being improved, and this year you can expect large performance improvements.
Erwin
Check out the new lightmap demo too:
http://www.continuousphysics.com/Bullet ... .php?t=752
On a modern machine, a few hundred active physics objects should be fine, less then 30% CPU time. The Bullet-house3.blend has over 200 objects:
http://www.continuousphysics.com/Bullet ... .php?t=752
Bullet physics is always being improved, and this year you can expect large performance improvements.
Erwin
Yes. There is also some experiments with import/export XML logic
http://home.bresnan.net/~snailrose/tmp-del/example0.txt
http://home.bresnan.net/~snailrose/tmp-del/example0.txt
erwin wrote:Ogre3D should improve shadows and graphics performance.
Check out the new lightmap demo too:
http://www.continuousphysics.com/Bullet ... .php?t=752
Erwin
So is the beta include Ogre3D or still using old engine?