bge graphics

Will blender game engine ever get better graphics
Like Bloom, deph of field, and maby a cycles baken that doest take an unrealistic time to use?

I don’t know about “cycles baken”, but I’m pretty sure that the BGE is already capable of supporting bloom and dof effects via GLSL.

BGE graphics are more than good enough already, for the vast majority of games that independent developers are actually capable of finishing.

The broken programming model is the fundamental issue in the BGE - Unless that is fixed, additional graphics improvements are not going to make a significant difference in the overall state of the engine (as a tool for making actual games).

Examples of bloom and depth-of-field are lurking around the forum somewhere.

I don’t know about “cycles baken”

It makes everything taste better.

lol i think he meant using the cycles engine to bake textures

Anyway, in addition to what Goran said…
The graphics are only as good as you make them. Unless you know how to properly texture your scene, properly light it, and use shaders where necessary; your game is going to look bad. Period.

This is the truth for EVERY game engine out there; whether it be: Crysis engine, Unity, Source engine, or Quake. Each engine has the capability to make a game that looks nice. Some engines just have more presets that are available out of the box or different workflows.

The developer still has to take the initiative to make the game visually appealing.

It’d still be nice if BGE would have built in lense flares like in UE4 with real look(not the fake ones I used) and good performance(not like martinsh lens flares which lags a lot for me).:smiley:
P.S. Turn on/off in lamp settings for each lamp!

It would be nice if I could just speak to Blender:

Blender! Make me the MMORPG of my dreams!

and it would do it. That would certainly save a lot of time.

But that would rather take the fun out of being a game developer wouldn’t it? :stuck_out_tongue:

No, because it would depend on what say to it.Some people enjoy talking," don’t you"?

Procedural programming as a paradigm is exercised and known to the programming community but is very difficult to work with and maintain. In many cases it cannot fulfill every request you give it and when it can, is lacking in self-optimization (which is extremely difficult to do), and generally useless. You still need a good programmer to design the system in the first place and to be able to maintain / add features over time. Computers are powerful but they lack the ability to think for themselves. They still require that someone be able to watch over them and tell them how to do their job.
However, you can implement voice control in a way that turns what you say into a python script. Take for example:

At start, import the following libraries: bge and math.
Alright, from bge I need you to import logic and render.
Next, i want to create some variables named: own and cont.
Define own as the object that currently owns this script and define cont as the controller brick that was used to launch this script.
ETC…

However, this method of programming can be regarded as inefficient and redundant. It’s inevitably a gimmick and people will end up going back to programming by hand because they actually have control over their work and its faster.

In my eyes these are effects and render methods.
Graphics is what you create. Blender and the BGE support you but will not create it for you.

For the BGE, I strongly believe that those very few developers working on it have more important things to worry about than adding built-in eye-candy stuff.

But anyway, the BGE is already capable of doing a nice render (in my opinion), it’s just less optimized than other engines, so running all filters (FXAA, Ao, Bloom, GodRays, LensFlares whatnot…) will slow you down a bit.

Also, don’t forget - these effects are mostly worthless if the game itself looks poor (models, textures, animations) so there’s definitely more to a good-looking game than just the filters…

There is a ‘BGE candy’ branch, but it’s abandoned last i checked.

I think overall, the number of graphical features that the BGE has acquired since 2.49 is small enough to be counted on one hand (and is unlikely to change due to more pressing issues facing the BGE in general).

Anyway, if you need a lot of eyecandy, the BGE may not be the right engine (considering that this is a community where the idea of using any sort of GLSL shading is still controversial to an extent).