wow thats interresting, how about kickstarter and are there any websites like kickstarter but to hire developers?
its really a sad and almost a deceive that blender decision makers abandoned BGE . and the interaction mode should have started last year or so right? i thinking about it everyday how it was promissed and then said, we cant do it because blender need some development first, and then there are no developer to hire, and then there are other better game engines or sorry … really super uncool to abandon BGE comminuty like that… and like asking community in blender conference what next part of blender should get improved which then decided VSE and texutre layers or so… that showed to me the people are completely saturated already… and so BGE community just beeing forgotten… : ( : (
alright, so i figured this out a while ago and didnt write about it as i was feeling more frustrated back then. looks like we have little bit of a threading issue, on 2.79 at least.
task pool functions from BLI_task which i have no business tampering with are used in a few key places to speed things up. its all well and good but whenever a new thread is spawned i can’t work with any shader or buffers created beforehand.
i thought that was crazy. but i modified KX_Scene::UpdateAnimations to just do the same calls directly, without threading, and lo and behold, no more segfaults. i can bind the test shader, modify vertex positions and output back the transformation.
however, now my graphics drivers will sometimes shut down during engine runtime. aaah, crap. im sorry folks. but having to tinker this much just to make some basic opengl calls is making me not want to touch blender code.
i have a few more ideas ill try. if that doesnt work either i think im just giving up.
^hmm. ive using gpu module directly to create the shader, havent really touched materials as im not doing any actual drawing. it doesnt sound very intuitive. maybe that’s where i went wrong? its worth investigating at least.
I know I’m gonna sound like a fart-brain, but how would I make fog in UPBGE 0.3.0? I’ve tried using a volume absorption node and plugging it into the world output node’s volume slot, but it just seems to make everything dark.
So I tried exporting the game into its own folder with the save as game engine runtime addon, but when I start the game it doesn’t work. It looks like it almost starts, but then it shuts down.
It’s incredible all the improvements and people involved in UPBGE!
UPBGE is great for people with no coding knowledge (like me)… Those who know how to code can do huge things in UPBGE!
I was wondering, how fast are the bge/bpy modules when being meddled with 60x a second?
I thought I read somewhere that at least the bpy module was cythonized, but rummaging through the folders I couldn’t find .dll compiled modules, only .py files.
We’re experimenting with cythonizing the Logic Nodes Addon, so I just wanted to know if the bpy/bge modules could be bottlenecks