How Would One Go About Making A Custom UV Mapping Style?

Should be pretty straight forward, right? Very complex work, I’m sure.

I want to work on making a “live” UV Mapping type, mainly for work in the BGE (Blender Game Engine), but for any 3D/CG work, really.

I’ll be honest, I got the idea from watching Unreal Engine 4 demos. I thought that the constant UV Map updating was very cool and could be useful for a lot of applications, mainly in the sense of not having to (re)unwrap everything every time you add/edit an object.

Let me know if this is something worth doing, or if it’s just too far out of reach. I look forward to hearing from you.

Thank you to all who reply!

I guess you would create a scene update handler and put your code in there. I Imagine the code would be your custom unwrap algorithm.