Add 'activate actuator' function (or method). #49171

Closed
opened 2016-08-26 13:49:51 +02:00 by Vladislav · 5 comments

When I programmed several projects under BGE all times one moment corrupted me all the architecture. I could not activate actuator from not connected to it controller. So I suggest will be better to:

  1. Remove necessity connecting actuators to controllers to activate actuators.
    Why:
  • (a) if in scene will be hundreds of objects, physically will be difficult to connect all their actuators to controller.
  • (b) to simplify working with BGE: no need to make extra connections.
  • (c) this will increase amount objects, with which module can interact; this can make something like interface: object can have actuator with certain name, for example, 'wind_animation' and module will have no need to know: which keyframes will that animation have, what is it's name and etc. Module will be written once, than 3D artists could add objects with certain sign (or certain name, or certain parent), which will be processed automatically by the module.
    Example:
    controller_1.activate(scene.objects['sphere.008''].actuators['wind_animation'])

I thought about idea "interfaces" more time and then came to next suggestion:

  1. Create for sensors, controllers, actuators method or function for activating them.
    Details:
    When we run activate(actuator) or actuator.activate(), the actuator of certain object will act like it was activated by controller.
    Objects can be received dynamically at the runtime, 3D artists have no need to add lines to scripts or lines to logic bricks, they need just to create object with certain interface (for example, actuator with certain name) and BGE will proceed it.

Why to actuators:

  • (a) to expand the idea of "interfaces" and make it more easy to implement: no need to run contr.activate(), just object.actuators.activate() or activate(actuator_object).
  • (b) all like in 1.(c)

Why to controllers:

  • (c) What about the programmers? If a programmer will create some object which will have not actuator, but python script, which makes certain actions. Than he BGE will activate it and programmer will have no need adding lines to previous script\module or creating lines and adding lines to certain module.
    Yes, the interface can be based on thesis that the object must have or controller or actuator with certain name. If object must do some complex logic - it can use Python controller instead of simple actuator.

Why to sensors:

  • (d) in a heap to rest.
  • (e) if object already has difficult logic, several sensors and each sensor is responsible for certain parameter. Than each script can change certain parameter (sensor) and object will analyze all itself.

This easy to implement solutions, as I think, will make BGE more convenient instrument for all people, who work with it.

P.S 1. Also with goal not to create extra connections between logic bricks of different objects can be implemented activate brick actuator.
This actuator can have three lines to choose in: 1. Object; 2. Type of logic brick to activate (sensor, controller, actuator). 3. Logic brick to activate (by name).
Why:

  • (a) this actuators can say "goodbye" to long connections between several objects and searching needed one between them.

P.S.2. I used to Github, so I don't know: can I add here such proposition. If I made something wrong - sorry, please write this to me.

What do you think about this? Maybe you can improve such decisions?
Thank you.

When I programmed several projects under BGE all times one moment corrupted me all the architecture. I could not activate actuator from not connected to it controller. So I suggest will be better to: 1. Remove necessity connecting actuators to controllers to activate actuators. Why: - (a) if in scene will be hundreds of objects, physically will be difficult to connect all their actuators to controller. - (b) to simplify working with BGE: no need to make extra connections. - (c) this will increase amount objects, with which module can interact; this can make something like interface: object can have actuator with certain name, for example, 'wind_animation' and module will have no need to know: which keyframes will that animation have, what is it's name and etc. Module will be written once, than 3D artists could add objects with certain sign (or certain name, or certain parent), which will be processed automatically by the module. Example: controller_1.activate(scene.objects['sphere.008''].actuators['wind_animation']) I thought about idea "interfaces" more time and then came to next suggestion: 2. Create for sensors, controllers, actuators method or function for activating them. Details: When we run activate(actuator) or actuator.activate(), the actuator of certain object will act like it was activated by controller. Objects can be received dynamically at the runtime, 3D artists have no need to add lines to scripts or lines to logic bricks, they need just to create object with certain interface (for example, actuator with certain name) and BGE will proceed it. Why to actuators: - (a) to expand the idea of "interfaces" and make it more easy to implement: no need to run contr.activate(), just object.actuators.activate() or activate(actuator_object). - (b) all like in 1.(c) Why to controllers: - (c) What about the programmers? If a programmer will create some object which will have not actuator, but python script, which makes certain actions. Than he BGE will activate it and programmer will have no need adding lines to previous script\module or creating lines and adding lines to certain module. Yes, the interface can be based on thesis that the object must have or controller or actuator with certain name. If object must do some complex logic - it can use Python controller instead of simple actuator. Why to sensors: - (d) in a heap to rest. - (e) if object already has difficult logic, several sensors and each sensor is responsible for certain parameter. Than each script can change certain parameter (sensor) and object will analyze all itself. This easy to implement solutions, as I think, will make BGE more convenient instrument for all people, who work with it. P.S 1. Also with goal not to create extra connections between logic bricks of different objects can be implemented activate brick actuator. This actuator can have three lines to choose in: 1. Object; 2. Type of logic brick to activate (sensor, controller, actuator). 3. Logic brick to activate (by name). Why: - (a) this actuators can say "goodbye" to long connections between several objects and searching needed one between them. P.S.2. I used to Github, so I don't know: can I add here such proposition. If I made something wrong - sorry, please write this to me. What do you think about this? Maybe you can improve such decisions? Thank you.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @vlad1777d

Added subscriber: @vlad1777d

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2016-08-26 16:21:33 +02:00

Thanks for the suggestion, but we do not accept feature requests or suggestions on this tracker (use forums or bf-funboard ML for that).
Please do not create design/todo tasks, they are reserved to developers.
Please do not set priority of tasks yourself, especially not to high priorities!

Thanks for the suggestion, but we do not accept feature requests or suggestions on this tracker (use forums or bf-funboard ML for that). Please do not create design/todo tasks, they are reserved to developers. Please do not set priority of tasks yourself, especially not to high priorities!
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#49171
No description provided.