Concept is it possible

I would like to be able to use a actuator motion menu in real time in game as well as anything else that we could possibly bring into a live playable enviorment for real time editing. sorry if I’m not spesific enough. I good example would be like in sauerbraten where you can go into map edit mode and add objects edit walls and such. I would like to be able to expand on this concept of in game editing and get away from having to use blenders enviorment. this does seem like it would be better suited for a c++ program or somthing I am thinking that to do this it would take some creative python scripts in blender. Well I hope this is enough to give you a rough idea of what I would like to be able to do. I"m not really sure what this would be called so i have not found anything on this yet. if you have any ideas or documentation that I could read I would very much apreciate it thanks.

You can look for dynamic loading. This allows to add new objects.
Even with that I doubt that the BGE is a good choice for something like this.

Why do you not use sauerbraten?

I don’t know how to edit it

You could do it in Blender, but you’d have to use a lot of custom code and such to ensure that it all seamlessly works together. One problem you’ll run into is that you can’t add Static objects in a running Blender game; they’re either no collision, or dynamic (I think rigid body and soft body work too). In other words, you can’t really add walls in-game like you would add walls for a level layout pre-game in Blender. However, I believe that added objects (like walls) could still react to ray-cast functions, so you could still make the player unable to walk through them by using ray-cast.

That’s what I was thinking, but do you think instead of trying to add another static object to the game itself that you would be able to edit or manipulate existing static objects like walls. I don’t have a lot of education on the subject but I thought the same and am now drawn to trying to design a game design engine from c++ like blender and try to see what kind of features I could use maybe from some pre existing code I’m really just trying to optimise the format for creating games and programming. A lot of people are interested in both but both take a lot of leg work and technical know how to really produce anything worth noting. Well thanks for your reply maybe i’ll get this figured out.

Once you have a game already made it is possible to build a level editor which will add your objects (unit or building spawners) in game, record their position and runtime in the global dict/text file and then you could run the saved game as a new level from your menu.

But it is difficult to make something like this when you don’t actually have a game… It’s like building a generic inventory system is difficult, but making one for a specific game is not so hard.

I’ve never had any trouble adding static objects in blender 2.49. Just tried it now and it worked fine. The collsion detection is fine, and recently I even worked out how to make changes to a mseh (vertex tweaking) and have them affect the physics bounds of the object.
In my tests I’ve found that it would be possible to have a flat base mesh and then paint the mesh with a height map which would be formed in to mountains and lakes by the game engine at runtime. You could also randomly generate the terrain.

I hope to implement some or all of these options in my current game project so that players can make thier own custom missions and then load them from the main menu and also then share them with friends.

But of course all of this takes some difficult work to implement and customise for your own project. There is no magic soloution, and it works best as an add on for an existing game, rather than as a stock option in blender.

Think of the things which are project specific:
> objectives. Difficult to know what you need to do to win the game. A puzzle game has very different objectives to a RTS or an RPG.
> AI. My pathfinding ai is based on nodes, so they need to be added, either by hand or automatically with the buildings and obstacles, but it needs to be a custom option.
> Agent attributes. My characters have many different properties, from team to skill and systems/engine damage. How would the editor know which properties you need to add, edit?
> Agent interaction. What about talk scripts? Shop owners? All this has to be done by hand…

is no static objects adding a 2.50 bug?