Wow, there is so much energy in this thread, so many great people. I can barely keep up! Thanks everyone for motivating this project further. The logo images popping up are great - I am afraid that BF might not like to have itâs logo shape mutated though. Calling it by my name is not my style I think (but extremely flattering), as I secretly hope this will become a project that everyone can take and use/modify to their needs, and authors name implies itâs âhisâ thing. Also, the project uses so many tools put together by other talented people, wouldnât want to discredit that. Putting the Blade on the list though:) The other one I recently got is Armory. Both Blade and Armory names are non-similar to well known engines as far as I know. I like both, Blade is easier, Armory is a bit more different and implies a place, where everyone can arm up their games. Still focusing on engine development for now to keep going, will deal with naming on the release.
As for the external/internal talk, I think it depends on the perspective. From the end user, game developer view, all the work is being done in Blender and a code editor(or Blenders integrated text editor, at a cost of features). There is no need to assembly a complete game scene in a different tool. From the engine development point, the Blender C++ source code is (purposely) not being modified, to keep development swift and not depend on the development cycle of Blender itself. The Blender could be forked and engine baked into it, but for now there was not enough good reasons to do that - you just drop in the add-on into regular Blender installation and everything gets set up for you. Also, as I got a message from BPR, I have no problems sharing the useful bits with BGE too.
@Moguri:
Will definitely look at brte, sounds better and better.
@xy.exe:
He, was afraid to not over-tune it. In a capable artists hands and proper setting of uniforms it should hopefully present even better results.
@quickmind:
That would be unfortunate indeed. If the thing goes paid in the start, it will be a single package, donât want to divide the project and people using that. There also wonât be any silly mandatory splash screens(appreciated if the developer chooses to include one, but at their own will). As said, the intention is to only keep engine development going.
@elmeunick9:
I would go mad if I had to implement sounds, joysticks and similar. For the low level, library called Kha is utilized. Animations/skinning are handled but at a basic level for now, both CPU and GPU skinning is in. You can check the âlueâ repository for that if you want. The LOD is in progress right now, so you are a spot on here. Hope to have this ready soon. A short demo video of Kha controlled with gamepad, running on XBOX ONE:
@Frederick D:
If we are realistic in regards to blueprints long ways will need to be walked. Scenes and objects are used, yes. All of your points are valid concerns - I admit, these things will not be perfect from day one. The .blend files are not parsed by game, but the game developer is only concerned with .blend files. In the background game ready assets are being generated in a custom format so everything is able to run in real-time as efficiently as possible. License is as explained in the introduction, a Blender add-on feeds data into game engine, there is no Blender Player used. If there are still concerns in this regard please shoot, as this is an important part. glTF format - if there is a Blender importer, you can use that in engine. If there is exporter, you can transfer it out. ASTC and other GPU texture formats - yes! Early stages, but totally yes, very important part. âŚGears is cool too, damn it.
And some news time, there was a request for toon shader support, basics are in now. The outline is ugly, eventually it will be handled properly and moved into âcompositor passâ, making it also usable with any other render path, so disregard that for the moment.