What's the relevance of Eevee?

I believe there is plans in the works for some kind of integration of Eevee into some kind of interactive engine. This may be through the UpBGE project, or some yet to be announced interactive back-end.

Eevee does allow emissive shading, though not technically mesh lights. The GI system can pick up and distribute emissive shading, but not as a true lamp:


Interesting. Thanks for the info everyone!

You need to check the Armory project.

UpBGE has BPPlayer,

Assets can be seperated into a encrypted archive,

The only python scripts are forced to be GPL, however I give away assets for free that are equivalent, or sometimes superior to base assets provided by ue4 or unity.

(download Manic Mack BGMC from finished games)

Soon after I bake FK, in the new and revised version of the game ( not made in a week)
I should be able to comfortably run 20 agents Ai and 2 or more players.

So if we have PBR, easy to use logic, and protected assets, all your missing is code?

Just pay a coder instead of unity.

The system is as follows.

Interpret multiple input streams vs a dictionary of game commands.

Example
{ “WKEY”: [“UP_P1”, 0, [0,1,0] ] }
{ “Joy_Up”:[ “UP_P1”, 0, [0,1,0] ] }

{“AKEY” : [“LEFT_P1”, 1, [1,0,0] ] }

This is used to build a list

The list is sorted, then the game commands, (if not already on list) are added.

This serializes the data and strips the doubles kicking out a strip like

[“UP”, "LEFT] as a “Move strip”

An Move Strip, And Action strip are piped to a targeted agent or vehicle controller
Agent[“Move”] = “MoveStrip”

Controller system is then 100% proxied, and agents can also be steered by Ai.

Agent controller functions like this,

If not in a acting state, accept input,

Based on action input, potentially call action directly while processing movement, or some actions
Block movement.

Acting States are a strip

[“StateKey”, [dataForState]]

And are called via

Strip = agent[“ActStrip”][0]
State = StateDict[Strip[0]]
State(Strip[1])

Creating a non branching infinite state machine.

Now I can add hundreds of states without introducing branching.
(pythonic hash table of states)

Never mind the graphics (which I love)

Imagine the same game, with AAA PBR models and assets and sprites and animations.

So what is holding you back?

The community views gamelogic like a scientist.

We all share data, making better game logic.

I plan on making it easy to develop using UPBGE, for python coders…

So there is the control part of the system, there is also a game agnostic UI system, a game agnostic Camera controller.

>ps a gameobject may also monitor another gameobjects MoveStrip or actstrip including a camera*

BPR, can we keep this thread more focused on Eevee and less on the game engine?

I do think that Eevee could breathe a little more life into the BGE, with the support of the upBGE project.

And it also streamlines the flow of game ready assets, regardless of the final engine. Multi-layer painting in a PBR viewport would be incredible.

Unity costs between 35$ to 125$ per seat per month.

What do you believe a coder can do for you for that amount of money? How many BGE coders are there, even? The big idea behind using an industry standard engine is that you can actually find people that already know how to develop for it.

I am one, basically, I trying to write myself out of a job?

The thing is, once you get what I am pushing, it’s really really easy.

Basically, by complicating every thing in the back end, it allows for modular expansion without adding complexity.

Input, Agent, Item, UI are all game agnostic and modular.

[Was going to release code full perfected code after a small kickstart for the game :smiley:

Input mapping dictionary screen example

Agent examples [player, enemy, and vehicle]

Ui examples [ story, game, and fx]

Object examples
Puzzle, weapon, tool etc.

ok, so apparently you can avoid GPL with python

a script that imports BGE module is forced GPL however.

import My_external_lib
import bge

DOES not force My_external_lib to be GPL.

so basically, you pack all assets in external block files INCLUDING py libs,

the only script that is forced GPL is the script importing BGE and not the imported external libs*

No one cares about the GPL in this thread. No one!

It means Evee + upBGE is a relevant game engine pipe, with PBR as soon as its integrated.

Asking the relevancy of a rendering engine, which is currently being bound to BGE via UPBGE, links to the whole issue of licensing,

an issue understanding this issue is crucial to the relevancy of upbge/evee.

Any tech you create in python, that you don’t with to licence GPL, you just store separate and import.

So, yes it is viable, and GPL is a non issue of packaged correctly.

Now also, I have heard something about recent commits accelerating evee?

Well fair enough, for most people looking to hire coders, being a coder already is not really an option.

a script that imports BGE module is forced GPL however.

import My_external_lib
import bge

DOES not force My_external_lib to be GPL.

Nothing forces anything to be GPL, but if “My_external_lib” is not GPL-compatible, then any script that imports both “My_external_lib” and “bge” will violate the GPL.

You were wrong.

Hi BluePrintRandom!.
Do you know if there is any open thread about Eevee + upBGE? This seems a really interesting topic and it deserves its own thread for game makers (I think).

The UPBGE team prefers to not make another thread about UPBGE, because we don’t like when users start to build up fake expectations about our work and also because of the fact that everyone just tend to speculate too much about it.

So, are you proposing not to talk about the topic, or discuss Eevee + upBGE related things in upBGE thread?

Gpl compatible does not mean GPL,

http://blog.devork.be/2009/11/python-modules-and-gpl-i-still-dont-get.html?m=1

I think UpBge team prefers to have patience until an official announcement.

“redacted”

continue on with evee things.

side note: any interested developers whom want to contribute to UPBGE / evee integration should check in with the UPBGE dev team I assume*

First of all, the GPL doesn’t care about whether the software is GPL, it only cares that it is GPL compatible (i.e. free software). The GPL obviously is GPL-compatible, but so are many non-copyleft licenses such as the Apache license used by Cycles.

Secondly, you shouldn’t take advice on the GPL from a blog post that literally says “I still don’t get it”. That person doesn’t get it. The conclusion is useless: You will “probably be fine” violating the GPL if nobody cares. Well, obviously most of the time, nobody cares. There’s only very few GPL court cases. If you’re a little hobbyist, it seems very unlikely one of the Blender copyright holders will sue you. If, by some odd chance, a BGE game became a big success, maybe the situation would be different. It’s a legal liability.

Following a conservative reading of the GPL FAQ, forming a combined work by linking scripts - dynamic or not - requires GPL compatible licensing of all parts involved. This reading is also the official position of the BF. No court has ever decided on any of it.

So, is there any plan to benchmark evee before / after commits?

As far as it is seen from the sample videos it does not render glasses (refractive materials). Is it so or the lack of such materials in the videos is just coincidental?