any plans on physics grids? like areas will have their own origin and precision depending if you are in the area. like a space ship inside being different then a planet surface?
one way to achieve this may be to load another blend -> spawn everything into -> swap to it in 1 frame
(so the precision / scale / origin of scene change but they never notice)
lots of new blender master stuff
made a fresh build tonight - has a few new commits in BL_action.cpp and there was one in draw_manager.c that was lagging animations, reverted that one- need to setup addons - and then I will build again and publish
yes yes, i have lots of work arounds. but the major benefit would be a bigger more dynamic world.
like walking around in a spaceship thats flying about, or taking a train or bus ride. yes, its a bit of a corner case, and i actually prefer blend switching/world offseting myself.
but the question was more of feasibility, does bullet easily lend itself to such a thing?
(im genuinely interested in this.)
it’s really pretty and I feel bad making a shooter now
i love the Title (To the 2.8 Branch of UPBGE)
@BluePrintRandomBe specific tell people its a Pre - Alpha and not beta yet
u cant officially release 0.3.0 if 0.2.5 - 0.2.9 ain’t done !!!
and now video texture is back in eevee_merge8
WOOOAHH This is crazy Guy’s
At end videotexture module was put on hold. We try to have the videotexture module functionality by other means.
A new build for pre-pre-pre-pre-pre-alpha https://mega.nz/#!do9HhAQZ!oU_2E7qUrCMS4PKcEKRVp1QWlDvXXpSZ2YPRpDE9vxE
Only to be clear, the official version (if it exists any moment) could take YEARS.
Objects created with 2.7 with image textures are not compatible with 2.8. Objects created with 2.7 cannot be treated with the UV editor. There should be some 2.7 object importer that solves this problem.
In this Mega folder i will upload new versions. https://mega.nz/#F!t9EEFSaS!JPiOPSInCZyU-SW_-rhEOQ
shape keys action of the actuator crashes the program~
It seems that there is always a problem with the child restraint of the armature，，，~~~
https://mega.nz/#F!t9EEFSaS!JPiOPSInCZyU-SW_-rhEOQ - fresh compile by Loki
updates with video texture module restored and py components
hey dudes been testing new upbge 3.0 - is cool lighting is grate ! but … eats lots of framerates, even a simple scene with 20 pbr 4k materials on a 32 gb 8 core ryzen 7 and 8 gb radeon 580 rog strix oc … for this to make it work on 60 fps i need a lod system and i cant find it in the object properties. when testig in bge i had like 4000 objects limit untill frame rates drops under 60, now i have 1000, same with subdivisions if i could have like 2 milion subdivizions now i can have 1/3 of the same amount. guess that lighting eats a lot of resources ! upbe - eevee starts with 10-14 % rasterizer and 8ms gpu latency, bge was starting with 1 % rasterizer and etc … what i want to say is that it eats lots of resources from start with just a simple scene … is there a way to change that ? same options in the preferences are present in both bge and evee-upbge ! this happen also in unreal engine, is why i deleted it for this click response ! i dont like to wait to much ! unreal starts with a 100 plus fps, eevee starts with 300 plus fps ! Im plannin building a city with interior buildings so i need all the small tricks for optimization purpoises, city is 15 km realistic scale, guess to much information about how to plan this kind of stuff is hard to find and hard to do … at first i need a lod option in eevee - upbge witch i cand find for now, second i need some tutorials about how to completly blend all my charaters animations with nodes, cause last time i was stuck, between some in the nodes setup. coding is not an option for now ! After all this is what i need to know and cant find an answer - 1 - where is the lod sistem in upbge 3.0, 2 - is it possible for a big project to be finished inside upbge like wach dogs or gta ? cause in bge seem’d possible ! sorry for my english !
“Only to be clear, the official version (if it exists any moment) could take YEARS.”
this still has quite a bit of work to be done,
if you want cheaper materials use ‘diffuse’ texture instead of PBR
maybe later on some cheaper shaders can be added.
another issue - armature deform modifier is slower in blender 2.8 and BGE deform is missing.
GPU armature skinning using transform shader could fix this, but it’s tricky
ok so can i find a lod system in this year in this version at this moment ?