Good news to everyone, BGE and Blender users.

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Evgeny Rodygin <[email protected]>

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8:09 AM (7 hours ago)https://mail.google.com/mail/u/0/images/cleardot.gif

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Good day!

We have recently proposed a new patch:
https://developer.blender.org/D1175

It makes it possible to implement some native Blender functionality in
custom
render engines. For example, this can be helpful if you need some
specific BGE
interface elements or the Blender Internal Node tree in your render
Engine. With
this patch it is now possible to define what functionality is needed through
Python API.

This is a very important feature for the Blend4Web team as we need to
have a custom
render profile with features only supported by our engine. Also, now it
is sometimes
needed to switch render engines in order to find the required
functionality. With this
patch one can avoid this hassle.

It would be great if someone will take a look at it.

Best regards from the Blend4Web Team.

From the developer email list.

This has nothing to do with actually adding functionality to the BGE itself, but making it easier to have good quality integration with external engines (ie. render engines like Thea and game engines like Unreal).

yar, export pipelines,

also it’s touching on all the render code,

if the devs have to look it over…

Just be sure to read things carefully before you post about them. I think in this case, you have a major issue with instantly ignoring everything else in favor of seeing it as a sign of a concerted effort to improve the BGE if its acronym appears even once in a message.

This patch makes it possible to create custom render engines with native render capabilities (e.g. shader nodetree support).
Some refactoring and Python API expansions were made to enable BI and BGE capabilities accessible through Python.
Also it reduces the usage of conditional expressions with engine names (RE_engine_id_BLENDER_RENDER etc.) by using the bit flags instead, which makes the expressions more generic.
This feature is very important for Blend4Web custom render engine implementation (which needs Blender’s shader node tree and other features). It also can be useful for other custom render engines.

So, if one were so inclined, I think they may be able to use a custom render in the bge,

but I am not certain.

Wow, BPR, you really don’t read the material before jumping to your BGE obsession do you. Read who did it, why they did it, and what it does again. Slowly. As Ace Dragon and the patch authors point out, this is for the purpose of making it easier to use Blender when targeting external engines. In other words, to make it easier to not use the BGE.

replacing the render,

but I did not see anything about disconnecting the engine.

and if they have enabled external editor workflow more power to them,

I have said before, that the workflow in the bge is its primary draw,

allowing a artist to do the same in muliple engines is a step forward.

if the bge code is isolated that also means it can grow witbout breaking blender, or blender breaking it.

this could actually speed development.

Facts don’t seem to bother you much do they? It is not replacing the renderer. The patch doesn’t create a new renderer either. It simply adds the ability in Python to easier determine whether the game or internal renderer are being used.

Look, I may come across as a bit of an @$$ saying this, but it might do your cause more good by you just not talking about it. You’re well beyond being able to convince people you know what you’re taking about. :frowning:

I never said I did know what I was talking about, and I did actually misinterpret it, and your not a @ss for saying it,

I simply misread, worse things have happend.