Your planar reflection blend gives me a framerate of 5.That really sucks.What is your framerate?
I have 80 fps.
@Lostscience: ~450fps. My CPU i7 2600k is from 2011 and my graphic card GTX 970 is from 2014 (My bios tells me that it is from 2014)ā¦ As I have a relatively powerful computer I used very high settings, like antialiasing, soft particles, big sizes for water textures etcā¦
It is our hewlett packard.Our low end computer.
I get a decent frame rate (60fps) in my old PC: AMD Phenom II 3 Ghz, 4Gb RAM and GeForce GTX 750 Ti
[video]http://giphy.com/gifs/3oKIPxirns8gzqpYDC/html5[/video]
Is there an expected merge between blender and upbge at some point in the future?
They have sent the request to the blender developers, and Mike erwin says he frequently looks at how they implemented things, when he is implementing them in the viewport in 2.8
that said, ideasMan does not appear to like the game engine at all,
We need panzergame to be BGE module owner, but until the changes between 2.8 and upbge merge, itās anyoneās guess.
(if upbge is using the new render, and none of the modifications they did to the source conflict with master, it should be a shoe in)
There were a tremendous amount of changes in both the viewport and UPBGE, there will be lots of conflicts that need to be resolved, everything else is not realistic.
The render is already isolated from the refactoring and panzergame knows about all the guts,
Next step is headless mode, then using the new render
Its true, the upbge have a clean refactored code, thats not all over the place like in normal bge. Whats a āheadless modeā ?
Hey, is there any way to suggest some small features to the upbge team to implement?
Iām sure you propably have a huge bucket list of things to add, but Iām currently trying to create a rather professional game with upbge and these 2 features would help me a lot:
-centering text in game
-using filmic colour management in game instead of srgb only. This works with glsl viewport render, but sadly not in bge.
Maybe there are already ways to do these 2, if you know of a way, please tell me
Anyways I really want to thank the upbge team for their dedication to improve the bge. Itās been very cool to work with it so far.
P.s: i wasnāt entirely sure where to post this, so Iām hoping itās fine to put it here
use a fixed width font, and move the text box over to the side based on the number of characters
@CG Sky : The text justification is not the easiest of your tasks because it is only in the BLF part that the team doesnāt mainly modify and this part is refactored in blender2.8 so our work could be lost. I will ask if someone is already working on.
Iām more interested about the flimic issue, could you provide a file showing the difference with and without flimic and/or open an issue in github ?
Maybe we can get the width of each font character and use the scale of the object to figure out the text width?
bge.logic.getTextScale(textObject.localScale, āfontpathā, ātextToGetScaleā )
Do fonts have this data built in anywhere?
Width=0
For character in string:
(tab)width+=character.width
I didnāt mean it is a lot of work because the code base. The BGE or UPBGE is getting a completely new renderer. Even if everyone does their best to make them as compatible as possible, there will be many issues to be resolved when they are brought together. They can not simply be merged and everything works out of the box.
"
UPBGE team is stand by to help getting the GE work in 2.8. This work can only start when viewport project
is more mature and defined. We stay tuned."
From Ton himself
āUPBGE team is stand by to help getting the GE work in 2.8. This work can only start when viewport project
is more mature and defined. We stay tuned.ā
From Ton himself
About headless, headless means running bge without a render at all*