APRICOT: Blender Foundation open game project.

http://www.blender.org/blenderorg/blender-foundation/2007-plans/apricot-open-game/

What do you guys think about?

Isn’t it AMAZING?

Dude…!

SWEET MOTHER OF PEARL!!!

DO YOU THINK I’D QUALIFY!!!?!!?

… maaaaaannnnnnn…

if I was more skilled, experienced, I’d definately go for that

I WOULD

maaaaann
that’s great though - if you make it tell me about it plz ^^;

t_t

I want it

I wanna go…

This could be what we need to shape up Blender’s game engine!

Outstanding. I can hardly wait for its completion. If only I had another years experience I’d apply myself.

Man… this will be a batle of Titans! Think about the aplications people like Saluk, Doc Holiday, Blengine, Zerod, Oto will mail…:spin::p:eek:

So would I…If they wanted/needed aBGE developer.

Maybe I’m wrong, but doesn’t going through CS mean that they are NOT actually using the BGE? I mean blender will just be used for content creation (3D Art/Animation), all the assets are exported to CS, and it’s CS that’s handling events/game logic (CS programming).

So really, people like me (or even on a higher skill level with the BGE) can’t apply for something like this, because (and please correct me if I’m wrong) it has nothing to do with the Blender Game Engine.

True, although clearly modelers/artists/coder/designers and a ‘Blender developer’ positions would likly be applicible to select people here, I see and agree with your point. However, and I hope you would be with some of the first to agree with it, it’s very difficult to construct an industry quality, up to benchmark Game soley using the BGE.
I only hope when they finally intergrate CS into Blender they’ll keep a similar and simple Logic Brick design, and user-friendly functions. Intergrating CS doesn’t need to be a loss of one of the few easy to use, newbie friendly Game Builders in the World, it’s possible to be an enhancement, if done well enough.
However, and although this is early days, this seems almost totally CS design orientated, using Blender modeling and visual design. Not that it’s a terrible thing, nor that BGE operators can’t contribute, after all we will be using this system in due time, we need to be introduced to its functions sooner or later, and I like the format they’re using to do that.

“So really, people like me (or even on a higher skill level with the BGE) can’t apply for something like this, because (and please correct me if I’m wrong) it has nothing to do with the Blender Game Engine”

Maybe you are right. But we need to make a try to be part of this somehow… don’t you think?

Maybe this project can stablish a solid workflow to publish professional games using BGE and Cristal Space…

yo parrothead, Crystal is a game engine. a better game engine than Blender’s.

It will be a cvery nice project, but not a BGE one, maybe to improve the Pipe Blender/CS. But not improve the blender internal realtime engine.
So, maybe we could choose between some differents engine like Bullet-Internal Graphic engine and Crystal Space by an other hand.
I wait to see the content and the Goal of this project.

I found this in the open game project page

pipeline improvements

I’d like Jorrit to answer this, will we be able to import physics objects and have bullet physics in Crystal Space?

What would be neat is have all the Crystal Space features directly accessable from Blender, in short, bring in Crystal Space as an alternative game engine for Blender. Or booting up Crystal Space and you can see your level dynamically update in Crystal Space when you make changes to it in Blender.

it will not be very interesting for blender fundation and blender itself to make a game just with some model exports to crystal space.
A complete CS module into BGE will be a great evolution.

I doubt that.

I mean there are some good modelers/animators/designers that work mainly through the BGE, but their skills are next to nothing when compared with those of a good blender (render) artist that specializes in any given discipline.

As for the code work - that’s a CS programmer job. A BGE Python logic coder has no place there.

I think we should wait on the results to determine weather or not CS is something that we (as a community) will choose to embrace.

As for being a part of this project; How exactly could a BGE developer be of use in what is essentially a CS project? I just don’t see it happening, but if you have some ideas, I would definitelly like to hear them.


I would much rather prefer the OGRE integration, because as a renderer it has a more active development community. It's something you can count on to move forward with the times (<i>graphics wise</i>), where as with CS.......I'm not really certain.

I do think that CS has a lot of potential though, but ONLY if fully integrated with Blender. It has to be as seamless as it was with the BlenderPlayer.

Don't make the user install any separate packages. You download blender, realtime engine comes with it, ready to roll whenever you decide to press [P].
^
That capability is what makes the BGE so alluring. That capability is something we can't afford to lose through this symbiosis with CS.

Obviously, the goal is to produce some high end GFX game with quality art and “bullet proof” stability in order to “compete” with other last generation engines…
As “for now” the BGE is not capable of that, it’s not “serious” (hear : in a business that must be secure for paying parties) to count on a supposed still to come Ogre integration. Even if this is likely to happens and an interresting development for the future.
But let’s go! why not? first one prove the feasability of opensource pipeline (meaning also blender is capable of integration in other(closed source) game pipeline), then Ogre and python-nodes are fully integrated, with CrystalSpace having some exposure and developpment in the course.

this is a good scenario …

Or let’s find some 100K for a “citrus project” … :stuck_out_tongue:

edit : as far as I know, the integration of CS into blender is quite already effective… just it’s not in the same windows, but you can view your scene in realtime realy easily … not far from a “full integration” from my point of view, regarding some other game editors like UnrealED f.ex. …

Wow! This is getting hot!

Brilhant posts from Cyborg Dragon, Adrien, Social and Olm-Z!

“Don’t make the user install any separate packages. You download blender, realtime engine comes with it, ready to roll whenever you decide to press [P].
^
That capability is what makes the BGE so alluring. That capability is something we can’t afford to lose through this symbiosis with CS.”
<<< Social

" What would be neat is have all the Crystal Space features directly accessable from Blender" <<< Cyborg

“But let’s go! why not? first one prove the feasability of opensource pipeline (meaning also blender is capable of integration in other(closed source) game pipeline), then Ogre and python-nodes are fully integrated, with CrystalSpace having some exposure and developpment in the course.” <<< Olm-Z

This issues about integration… This is very important! How to handle this?

BTW

“I mean there are some good modelers/animators/designers that work mainly through the BGE, but their skills are next to nothing when compared with those of a good blender (render) artist that specializes in any given discipline.” <<< I disagree. Working with the BGE is not that simple Social! You know that dude! You are a specialist. :wink: We just need a chance to show people our work.

You are comparing Elephants Dream and Blengine’s entrance for the last Bullet contest inside the same sentence.

Both are awesome!

Both are diferent!

Where are you Poof? Give that guy a punch and make him work for an entrance LOL! :))

Like Olm-Z said! Lets go! Why not?

I never said it was “simple”.

My point is this: Apricot doesn’t require individuals who are “really good with the BGE”. All it needs from the blender side is people who can model, texture, and animate - in other words “artists”. While I admit some GE folk can do this quite well, when compared with model, texture and animation work from the “blender for render” crowd, it becomes hard to imagine a “BGE head” being chosen for the “art part” either. (and as I stated earlier; For all the code work a CS skillset is required.)

In short - we are not necessary here. All we can do at this point is just wait, and see what they make of this.

I hope it turns out for the best.

Posted by Olm-Z:

As “for now” the BGE is not capable of that, it’s not “serious” (hear : in a business that must be secure for paying parties) to count on a supposed still to come Ogre integration.

I dissagree with that. Blender’s GE can do so much. You just have to use it in the right way.

http://www.blender.org/blenderorg/blender-foundation/2007-plans/apricot-open-game/

I can’t find anything through the mess of links. Could you perhaps give a direct link?

Posted by Olm-Z:

[QUOTE]
As “for now” the BGE is not capable of that, it’s not “serious” (hear : in a business that must be secure for paying parties) to count on a supposed still to come Ogre integration.

I dissagree with that. Blender’s GE can do so much. You just have to use it in the right way.
[/quote]

I agree with LostinSpace, the blender GE can do anything if you set your mind to it.

but bge artists have experience with realtime that render artists do not, blender’s render bake feature is closing the gap, but ‘render’ artists rely so much on complex shaders and lighting that are simply not available in realtime. bge artists are used to ‘faking it’ so to speak because you can’t have displacement/sss/etc in realtime, and that in itself is valuable. Perhaps you can’t paint a simply gorgeous photoreal texture as someone dedicated to texture work, but you surely know some things about realtime texture they dont.