- User Since
- Feb 5 2014, 6:20 AM (263 w, 1 d)
Mar 27 2018
I think this is a good initiative. BGE has all sorts to quirks and inconsistencies, and a (well) redesigned system could work wonders. Logic bricks themselves make poor use of screen real-estate and are difficult to debug.
The biggest hurdle for BGE throughout its lifetime has been the licensing issue with any exported file being bound to GPL and this needs to be addressed early on without "hacky" work arounds.
A big hole in this proposal however is the dismissal of performance. As impressive as 3fps in EEVEE is for the average blender user, it is unacceptable in the "interactive/gaming" domain. To maintain good performance, many of the heavy integrated features will need to be stripped back to their bare-bones, and even then I would imagine there is a significant overhead (with performance and file-size), simply due to the tight integration with blender. So far armory3d looks the most promising implementation of this, however from my understanding it only uses blender code as an interface and not a foundation.
This is a challenging problem and I look forward to what solutions the BF can come up with.
Nov 23 2016
May 22 2016
To use .blend press 's' while playing the game.
Mar 28 2015
Mar 11 2015
Great, that looks like the problem is fixed. I created the blendfile in 2.72b which was where the problem originated from anyway, but it looks like the most recent build seems to solve this problem.
Hi, sorry after trying this out it turned out to work fine. There is however one instance where this doesn't work:
when the keyboard sensor is NOT on a true pulse. I have attached a .blend illustrating it. The animation works until you get to the last frame, then if you release the key it will "snap" to the starting location.
Jan 8 2015
I have tried to reproduce the exact bug also failed to do so. I have one file that still illustrates this problem but that was setup and animated in 2.71.
Jan 5 2015
Oct 5 2014
Not sure how to edit original bug report.