- you’re right. Python is here to allow us to go stuff not natively supported by blender
2)i never had problems about poly number, so about this i can’t really say anything But for sure i can say that there is no way to generate meshes (i was thinking of generating dynamically a terrain mesh, and right now i would need to do all the calculation for generating all the vertices informations, and than i would need to store this informations into a blend file, and than load it with LibLoad[the bpy is not supported in bplayer])
3)Dynamic loading right now is already quite interesting. Unfortunately it lacks of documentation (i had to check the source code to find that LibLoad can accept python file object as input). In addition would be nice to give the possibility to load the scenes as overly scenes and not only throw all the object in one scene into another (while this can be useful, so it is not to be removed). Few time ago i had other things in mind, but right now i can’t really remember.
- This would be nice, btw i never had problems with textures(but i didn’t really made serious testing). Btw with your patch for soft shadows, and the incoming inferred rendering of Daniel(ps: is he your brother/relative?) i think that the bge doesn’t have big problems on the rendering side. Maybe a better physic would be nice (i saw problems in small detections, is missing a ragdoll system, is quite difficult to have good collisions on a character animated). in addition your gsoc is really interesting, if you’ll get to bring it in trunk will be a great step ahead in animation!!!
5)I have a lot of problems here.I’m using python threads not to have a better performance(due to the gil) but to allow the rasterizer to do his work without waiting for a script to terminate. Obviously i’m running into many problems with accessing order to data, and the “casual factor” that multi-threading brings. Even if i created a thread class that has the terminate method, after running the bge 2 times it crashes(i think due to alive threads[i didn’t opened a bug report since it would be like complaining that my bicycle can go on water, this is not a supported feature],even if i try to terminate them before the game end) I had to disable the importing of obj files at runtime since it was crashing the bge on LibFree (don’t really understand why this 2 things were connected). I’m not such a good programmer to help porting the bge to multi-thread, and i really must say that i can’t even imagine how the system could be handled… The python problems with multithread are not even helping in this. Maybe releasing the gil is possible when C++ functions are called?
your system for “world” controllers (i don’t really remeber how you called them) would be nice. I think that the node logic is REALLY REALLY REALLY REALLY needed, with this logic brick system i feel really constrained… A simple way to reuse setups would be really nice (but by now i’m writing an add on to store all this data in an xml and to make really easy to share script set-ups, or to have a directory of set-ups (dynamic terrain loading, rag-doll, movement, shooting weapons, life bar, hud, minimaps) that can be added to our game with only 3-4 clicks)
A better way to handle priority run of scripts would be nice. Why not put 10 levels, instead of only 2?
There are so many aspects of bge i haven’t already touched, but i’m amazed about how it is great. Obviously it can be better, but you devs are really doing a good job. Another thing i would really like about the bge is maybe a C++ Api and a bit of documentation about how and where to start, right now i would like to handle little tasks, but i really can’t find a point to start from…
(last think: there are hidden module in blender :S like the noise one. I spent 4-5 day to implement a perlin noise python module written in C(i needed to run it many times, so i needed speed), and after that i discovered[read as: campbell said me] that there already was a module inside blender…)
(really last think: with python we can’t access the list of controller/sensors/actuators links. It’s one of the last problem for my add one, i don’t know how to find this informations…)
Last of all: keep you awsome work devs, we love you
@fayt: the threading is a bit more complex than this. You have to bother with locks and unlocks, deadlocks, priorities in accessing data, an lots of other issues