… Is there an svn branch that I am not aware of?
As of this writing, the last revision made was on the 28th (r78, I believe), and after compile I didn’t notice anything more than the the default FPS setup that comes packaged up with irrlicht (looking at the main.cpp, I got the distinct feeling that it’s in the very early testing phases).
I assume it would work like you pressing ‘P’ and instantly seeing your scene in the GameKit and then having a menu item saying ‘publish in GameKit’ if you have the GameKit downloaded. Or at least I hope there’s an easy way like that to test your games.
Unless you copied the BGE source, you would need to have a converter, that would take the blender logic data (bricks + scripts), and convert it into data that the “gamekit engine” could actually execute.
Essentially, you would have two different engines, and then a converter layer that would “port” games from one to another.
Or, at least, this is my understanding.
Also, if GameKit uses more of Irrlicht’s graphics capabilities that is not seen in Blender GLSL, will those added features have real-time preview in the Blender viewport?
Obviously no.
You would need both applications to use irrlicht as a realtime renderer in order to have that capability.
Anyway, my recommendation:
Use the opportunity to do more than just “port” the existing logic framework from blender: create an option for some straightforward OOP capabilities with python, where we can subclass the gameobject, and register event handler functions for the available sensors.
…or don’t.
In either case, the gamekit is a nice start point for my own developments, and I’ll probably write features as I need/want them. The ability to convert blender data, and have irrlicht just “pick it up”, is the most important thing for me.
So, keep that part shiny, and I’ll be happy.