I am writing this thread in regards to a post found in the Game Engine section of this forum.
I for one know, that i rarely move outside of the Game Engine thread, and so i know little of what occurs in threads related to the Blender Internal.
The topic of my post relates to the direction in which the development of Blender is moving. Before i start writing, i dare ask that you bear in mind that this is an opinion, not fact, and also that i acknowledge that a majority of Blender development comes outside of the Blender Foundation, and so moves in a communal direction.
There are arguably two main parts to the Blender family. Firstly, there is the orignal 3D modelling and rendering, whilst the other ‘member’ is the 3D Game Engine.
Over the years, the internal renderer has seen superb advances that keep it very close to that of expensive renders such as 3DS Max. This is because of the work put in by the Development Community. With the new addition of the Cycles render engine (which yes, i know is not complete), one can argue that it’s ‘all guns blazin’) for the Blender Render aspect.
However, now i take a look at the Blender GE. The Game Engine, has not seen major rehauls or development since that of Yo Frankie, and from what i can see, a very small number contribute to the improvement of features (and we will wait to see the fruits of GSOC). In the trunk, we have seen the following noteable improvements.
Soft shadows (although the feature freeze denies this at this moment), Components (not complete and also frozen), and a few other nameable additions.
When you compare the speed, and feature list of Blender’s GE to other noteable Game Engines that are also free, such as Unity Free (who make money by upgrades) and OGRE or UDK (licence, i know), we are not only lacking as you would expect from a contribution based development platform, but we are lagging maybe 3/4 years behind.
Simple features that the Game Engine lack include:
- Generic scripts, e.g MouseLook
- Armature deformation¬
- Inferred Lighting
- Blender Constraints
- Depth Of Field
- In-Game UI
Not only this, but it is SLOW!
Without particles, fluid simulation of any sorts is very ‘hacky’ using displacement maps.
What i wish to ask is, how many of you know of the GE, and where is the development actually coming from?
Many thanks, and i hope you will consider my opinion/questions!
*I have made a networking component, but waiting for feature freeze
¬Does not deform mesh, and therefore physics in Game