thank you for your interest in BGE development, i’m working in 2d-filter bug-fix, you can create a thread about BGE needs, then i, and ovidiu, can make a roadmap for our works
They said I could do this, so I will. What do you think are the immediate needs for the BGE that need to be high priority for Zaghaghi and Ovidiu?
-Fix various BGE bugs (solid radar sensor, added object ghost bug, memory leaks, static-static collision ect…)
-More efficient culling system for collisions and faces rendered.
-Possibly a save/load logic brick or python function
-Restoration of parent to bone
I say bugfixes for things like with added objects and logic bricks because bugfixes of certain types are needed
I say the second thing because it allows more detailed scenes at higher framerates
I say save/load at least as a python function because this could be very useful for things like checkpoints ect…
I say parent to bone because this actually was in the BGE in the past, it would be nice to have this restored.
As much as I’d like fancy graphics some would say it shouldn’t be top priority until we get the major GE bugs fixed and more efficient visibility and collision culling to make more frames available for fancy graphical effects.
Stuff from this thread.
MINE AND KIRADO’S LIST OF BUGS:
-Fix Memory leaks
-Fix Broken Logic Bricks (or ones not working right (Near, Track to, Radar))
-Physics engine bugs eg. ghost/add object problems etc
REIKO’S MEMORY PROBLEMS
But there are 3 major problems in BGE that should be removed:
a) Memory leaks when you set a new scene in BGE. (http://www.pharcom.ic.cz/apps/RAM_Problem3.blend)
b) Memory leaks when you restart game in BGE.
c) Memory leaks when you add an overlay (background) scene in BGE.
These 3 problems are seen mainly in complex scenes and I havent found any cure yet (maybe gc module in PYTHON?).
a) If you set a new scene (example: www.pharcom.ic.cz/apps/RAM_Problem3.blend)
b) If you restart a scene (example: www.pharcom.ic.cz/apps/RAM_Problem.blend)
c) If you add an overlay/background scene (example: www.pharcom.ic.cz/apps/RAM_Problem2.blend)
d) If you start a new game (example: www.pharcom.ic.cz/apps/RAM_Problem4.rar)
e) If you add an object to the scene (example: www.pharcom.ic.cz/apps/RAM_Problem5.blend)
MY SUGGESTED ROADMAP:
Here’s the suggested order of things I would say.
3: Do sound system
4:Visibility and collision culling
8:GLSL Logic bricks
KIRADO’S SUGGESTED ROADMAP (in no particular order)
…then better graphics obviously… but here’s my wishlist in no particular order
- full implementation of GLSL so we can do cool reflections etc.
- if can get the collision co-ordinates for rigid bodies so we can add in particle objects eg. objects emitting sparks from the collisions while the slide or collide with a surface.
- Being able to stop an object using the physic engine. I.E being able to control linear and Angular velocity so we can remove forces from rigid bodies
- Realtime bones!
- Realtime deformations.
- eventually a web plugin… long shot there.
- better control to loop/play animations/movies on surfaces in the game engine
ANICATOR’S VERSION OF A ROADMAP (bugs already listed)
- Visibility and Collision Culling
- Full support for GLSL
- Particles ‘Component’
- Save/Load System
- (I ignore your GLSL Logic Bricks thingy)
- Sound SystemLARRYBOY’S SUGGESTIONS
LOD for terrains
Video like in NeuroVR (coz I can’t get Ashsid thing to work any more)
KAWE’S LOGIC BRICK SUGGESTIONS
One that I can come to think of is a “change global game stuff” (gravity, mist etc. etc) during runtime.
It’d be nice with a better way to keep track of logic bricks too. It gets pretty crazy when you have more than 5 bricks. Sure you can close and open them but that doesn’t help much. Being able group them together would be awesome… and have a list of groups that I can look at.
Chaining logic bricks would be cool too so I could have a chain of actuators that would go like…
create object A
create object B
play sound sA
this would keep things a lot cleaner
B0MBERMAN’S LOGIC SUGGESTION
It would be nice if the BGE was reprogrammed in a way where LogicBricks could be added dynamically by C programmers. This way you wouldn’t have to learn everything about the BGE to add a logic brick yourself.
This way if you really wanted a logic brick, you could just program it instead of waiting around. Also someone could create a database with all known logic bricks and people could upload/download their own.
Obviously the quality of the LogicBricks will be affected by the level of the programmer, but you could fix that with a rating system
POCHO’S SUGGESTION FOR NEW VISUAL SCRIPTING SYSTEM
like the UNREAL ENGINE 3:
OR LIKE VIRTOOLS:
MMPH!'s (LONG) LIST OF SUGGESTIONS
OGG audio and video…
LOTS of work on the sound system in general., allow us to assign which object is the listener for the 3d sounds…
As far a additional graphic things… Foliage that can be parented to a terrain. Paging terrain system, Volumetric fog, HDR lighting for GI…
A new text system that allows us to poke and peek charictors on the screen,or on a surface, TTF font support would be nice too, So we dont have to reverse engineer TTF fonts into bitmaps!!(or perhaps a way that makes the old blender font bitmaps, but it copies over the original fonts meta data and prints it to the bitmap so the author gets credited)
GLSL access from blender material system for simple parallax,normalmap,Cube reflection, TOON shader, and some simple liquids.
Perhaps a script to auto UV map and bake a lightmap, to a scene.
A mouse logic brick for mouse movement.
Volumetric clouds, fog and liquids.
Ragdoll collision for armatures.
A way to use global variables from logic brics…
Save and load property to a text file logic brick. (Save and load system?)
way to assign a collision hull to a static mesh, somewhat like the unreal 2004 system.
Screen shot logic brick.
Real time stencil shadows that are aware of alpha masked materials, with a nice falloff.
Some way to color code teh logic bricks so we can organize and bug hunt easier .
LOD system for meshes.
Emitter / particle system.
Volume system so we can do water, and low gravity zones easier.
Freame work for a simple AI system from logic bricks, to make path following and , path finding easier on non-python users.
Enhance the Joystick, mouse and keyboard blocks, so we can expand them for combinations easier… the way it is now it is very hard to use the OR controller with key and mouse and joy combinations.
Default properties in the random and joystick bricks, so that they work by default.
mirror reflection for materials, like Quake3 and unreal,unreal 2003-4…
Some way to promote a mesh into a decal… so it automatically matches the angle of the face it gets drawn on. (somewhat like the shadow does now, only for walls, and ceilings.)
Texture projectors like unreal 2004, so we can project a texture onto multiple meshes.
(great for shadows, and caustic effects)
A quest system like Crystalspace CEL, only make it in logic bricks that saves and loads.
make so we can send messages to all existing background and overlay scenes (I Think this is a bug)
More choices on culling… perhaps a portal system, and an antiportal system like unreal 2004
On the mouse logic bricks, an option to turn the mouse on and off without a 2 line $#%^ing script.
easier ways to make custom mouse pointers.
animated texture system!! with a choice of Frames (normal animation), Panning, Scaling , Oscillating,Rotating, warping… etc…
A bloom effect.
Errors in the console more verbose, and in English
Dynamic parenting to a single bone in an armature, for pickups and specisl effects (emitters and stuff)
Integrate COLLADA library so we get Rag dolls, and all the other goodness that comes with it.
Integrate a Text to speech system like half life 1. E speak is pretty cool and free
Better runtime exporter… let use choose a Icon, the description, the meta data, and make ti so that we dont have to save the runtimes in the default BLENDER folder. have it copy the DLL files over to whatever directory we want to save in.
Make so that runtimes can dynamically load Textures and sounds so we dont need to pack them
an option to delay in the controller, so that u dont have to set up a complicated timer set up
keyboard sensor outputs to controller when user presses button
controller waits 50 logic ticks
actuator moves object