Idea to improve the blender:
I think the community could implement in blender
a function to render the preview edition of BGE in
even if we do not play game yet
Blender could give a pre rendered textures
so you see a preview of the BGE render in blender.
know that Blender BGE and Render are different renderings.
I say just to put in the blender option
BGE preview in Blender
see the result in real time editing.
poderár this option be disabled and enabled
to be dynamic in resolving bugs.
Another idea of mine is the option to use native
shader graphs photo-realistic Hiper
(The Same thing that makes the UDK and CryEngine)
these graphs simply imports
The effect of rederização video (CPU)
for real-time rendering of game GPU (which owns thousands of cpu cores you love that).
I only question this because I truly find it hard to
Using knowledge of the native BGE to achieve significant overall result,
and Shader_Render_photorealist option if implemented
Not interested in rendering realistic shit,
I want to create a game, create something useful.
:eek: Example of what I’m talking about:
bge-tech-demo-v1 Lars Pfeffer
From: Upitis martins
Physically Based Rendering - Blender Game Engine
But these functions are not native to blender
(The codes are ugly hack script for a specific game, in this case a demo test of the ability of the blender)
And when I do some changes in these environments, comes with many bugs
bugs because not accept another camera
bugs because no other player accepts
bugs it does not match the native light blender
and when I’m going to build something using it,
gives errors and bugs, although it is possible to make changes within the limitations
you can not create a game to test and demo,
this is limited even the demo itself.
then I think we should implement these shaders
in (native) of BGE engine (regardless of camera and light).
being possible to activate the options:
FXAA, SHARPEN, SSAO(screen space ambient occlusion),
Color Correction, FILM GRAIN
PBR(Physically Based Render)
FBO(pseudo lens flare in BGE)
per-pixel lighting, dynamic shadows
scene in GLSL(API),
Real-time Atmospheric Scattering
Procedural Placement Tools & Cover Generation
Real time soft particle system
Natural lighting & dynamic soft shadows with penumbra
Real time dynamic global illumination
Eye adaptation & high dynamic range(HDR) lighting
Screen Space Ambient Occlusion
“Uber Shader” technology
Normal maps & parallax occlusion maps
Motion blur & depth of field with sprite-based bokeh
High quality 3D water
Dynamic volumetric light beams & light shaft effects
Volumetric, layer & view distance fogging
High Speed Texture Rendering
Screen Space Directional Occlusion (SSDO)
Tessellation & Displacement Mapping
Particles Motion blur & Shadows
bump mapping, reflection mapping, parallax mapping,
:no: Ultimate goal,
is to have an engine that uses this technology natively
example of the end result I think for the engine:
and similar: https://www.youtube.com/user/OnTechable1/videos
Say that blender is not capable, is too lazy to think,
Blender has more potential users that takes maximum
the problem is that all these pieces are scattered,
But if the blender was trading as Unity,
nor would it compare with Unity, but the Next-Gen (The Rich Would Foundation)
Thanks but it is in the reach of everyone and
rise by thanks the community.
It would be nice if the blender also accept programming in C ++ (I think a little bit)
Next Gen Graphic, quickly,
The blender is losing time with the new generation.
But now there is this kind of work in progress,
I’m sorry the way of speaking (use the translator).
I can not schedule API, Shader,
Just use ready-made scripts
and editing logic blender, this may be a possible explanation
to my taste for these deployments,
another reason may be my recent trial CryEngine,
what makes me become more demanding features of blender
But in the end the blender is best for min (not for everyone)
The reason I insist that the bender can improve is by that comment I saw here in the forum:
Blender, Maya, 3Ds Max programs are focused on
Modeling, rendering, prototyping for game,
simulation, creating assets for game_engine.
but it is not good for:
Indie Game, Multiplatform, Professional Game, Commercial game
Unity, Unreal, CryEngine for this.
PS: I think these engines very closed and dificiu of Mecher
(even programmers complain forum)
Blender is a free open source (full version)
Unity 3D in the free version (incomplete version 50/100)
Unity 3D Pro (full version) $ 1,500
(What can be done with Unity Pro (full version) can be done with Blender.)
the unity has a logic editor
“Playmaker” format in Unity Node editor
and yes there is way to market the game made in blender binary without license OpenGL.
could you put games on the blender game consuls and multi-plataformes
One of the common complaints with the Blender Game Engine is with publishing games. While there are many issues related to publishing with the BGE, one issue is the lack of a simple, user-friendly way to publish to multiple platforms. Steps are being taken to resolve this with the new Game Engine Publishing addon que Has Been recently committed to master (should be available in buildbot builds by now). This addon is Intended to replace the old Save As Runtime addon, and Currently Provides The Following improvements.
It’s an idea that I just wanted to see working,
there may be someone thinking I’m talking nonsense,
can leave your opinion before saying this is impossible,
just an idea for the future of blender.