- User Since
- Mar 5 2013, 6:23 PM (383 w, 5 d)
Sat, Jul 11
Tue, Jul 7
is there any plan to add object color alpha output for object info node?
Fri, Jun 19
Jun 12 2020
"Since I haven't seen it discussed, I should add that live capture of head, controllers, and additional trackers is very useful for animating bipeds. A simple IK setup and basic python script could be made by the user, so long as additional trackers are accessible within the blender XR system."
May 28 2020
May 19 2020
Apr 23 2020
basically the viewport is using no history for the volume for the TAA
so here is a fix for preview* / what upbge did to fix it
Apr 20 2020
keep up the great work!
Apr 18 2020
Apr 14 2020
Is this work abandoned?
Mar 31 2020
Mar 17 2020
is it in the roadmap to expose the inputs in a generic way to python?
Mar 15 2020
It almost looks like floating point math errors in the alpha buffer
Mar 14 2020
for the future optimizations- sculpting and painting very high poly meshes
Mar 13 2020
Mar 11 2020
@Jorge Bernal (lordloki) - do you think we can do a VR actuator (similar to mouse actuator / mouse look actuator / joystick eh?)
they will need to do quite a bit of work to get to where we can be in a few minutes I think. (with bullet /aabb picking etc)
Feb 19 2020
What about getting rid of modifiers and instead writing vertex shader nodes capable of doing skinning and subdivision?
What about a shader to do this?
what about porting skinning to a vertex transform feedback shader?
Jan 23 2020
can we expect ATAA at some point?
Jan 22 2020
Jan 19 2020
Jan 14 2020
I don't understand it as a limitation though - in upbge we had attachments - each object (if it effected a pixel in rendered view) - put an 'attachment' into a buffer.
I am not 100% certain but this looks like it's settings in the plane / camera to do with clipping distances
Jan 8 2020
previously - in old bge there was a concept of scenes and overlay scenes, background scenes
Jan 6 2020
Dec 23 2019
Blender Game Engine is no longer developed / supported by BF.
Dec 9 2019
one idea is to use render attachments and pass the object velocity into a buffer, and calculate the blur each frame instead of accumulate it. (I used a buffer like this for screen space distortion shader before)
Nov 30 2019
Nov 29 2019
Nov 28 2019
Nov 26 2019
@Stephen Swaney (stiv) youle and loki have restored upbge to blender 2.8 fork - upbge 0.3
it's like you totally skipped that
@Ray molenkamp (LazyDodo) thank you for the mention*
bge is working in a fork -
a build is available in this video description in LordLoki's Mega drive.
Nov 21 2019
one way to murder this bug would be to use RTX / radeon rays instead of SSR.
Nov 13 2019
Nov 11 2019
These are the sort of commits that we really need to accelerate python.
Nov 7 2019
check the most recent commits here -
does this use the objects 'emit' to actually emit light?
Nov 5 2019
another important thing to consider is that gesture recognition has went open source.
sign language can become input gestures.
I think having collapsible 'shelves' which hold icons or folders is the way to go
Nov 4 2019
Oct 24 2019
is gpu acceleration for open-subdivision landing again soon?
Oct 16 2019
Oct 13 2019
Oct 12 2019
is this an issue with TAA?
Oct 7 2019
Oct 4 2019
in the meantime - https://blenderartists.org/t/upbge-0-3-0/1174109/152?u=blueprintrandom
Oct 3 2019
one thing that may kill multiple birds with 1 stone is ATAA
we have artifacts and it's slow using current TAA.
Sep 29 2019
Sep 21 2019
Sep 12 2019
Sep 7 2019
Aug 30 2019
Aug 22 2019
Aug 10 2019
Jul 9 2019
Side note - Particle info node - location - is still broken in volumes
I confirm it's been fixed !
Jul 7 2019
it's slow going anyway - I won't have time for 4 weeks or so to code,
upbge is not dead - youle just updated / rebased - also the branch ge_23a_youle removed scenegraph refactor (it broke libload) and openColor(crashes/ instability) and added 'patterns' to GLSL nodes (cycles nodes that work in bge)
May 16 2019
May 15 2019
Mar 28 2019
is there any hint of how to backport a fix?
Mar 27 2019
Mar 19 2019
this is already fixed in upbge - we are using sdl2
Jan 11 2019
Nov 8 2018
will pointiness be fixed soon?
Sep 2 2018
UPBGE is where active bge development takes place.
Jul 10 2018
Upbge is quite active - with recently adding support for multiple render targets, bullet 3, and much more.
May 21 2018
here is upbge updated to 2.79c Or whatever master was 1.5 weeks ago or so.
lordloki contributed to upbge yesterday.
May 2 2018
1if the bf were to have actually paid to develop the code that upbge refactored it would have been light years ahead of godot.
Apr 16 2018
I do have some questions though - I should keep the static int intersection method right? (the bvhtree ray version ended up having issues or did I misunderstand this?)
I see, I am setting up a build environment now on my new pc,
I want to code it* I need guidance though as this is not my specialty (I code py mostly)
@Brecht Van Lommel (brecht) told me to open this
Apr 13 2018
Apr 12 2018
Mar 28 2018
What about a system to prerender scene reflection and lighting probes to get decent performance out of eevee?
Mar 27 2018
the keyframing of add object was actually to go the other way, and save things like adding explosions to the scene, or bullets etc,
Mar 23 2018
will the new animation system will it support keyframing add and end objects?
I won't leave upbge to die, I already forked it and will be gathering funds to pay people to upgrade and maintain it.
Mar 7 2018
a temp workaround is to place a object that is a mouse representative,
use simpleMouse or your own code to manage your own X offset and Y offset from frame to frame,