Whats the BGE progress?

Hello!

After all this time is there some progress with the bge? Any changes to the render code?

yes, it’s almost Unity now

The BGE is way better than unity

ofcourse, but need strong organization and motivation)

Your post are simply not constructive!

who knows… who knows…

I don’t know if there is any progress for 2.8 project…

Why don’t I understand C++, why?! :frowning:

I wanna help BGE developers, but I am just unable to do so.

Admittedly I’ve been away from the BGE for a little while, but observing from afar… this is how it looks to me:
-the BGE in it’s current state, is essentially dead. Sad, but that’s how it appears.
-It seems like a big re_think is underway on the status and implementation of the BGE. I’m fine with that, so long as i don’t have to wait 5 more years to see what happens.
-the only interesting progress I’ve seen lately, is what’s happening at Blend4Web. https://www.blend4web.com/en/
-I’d recommend researching other engines.
I haven’t had a lot of time lately to try any of these out… but some of these seemed interesting:
http://www.hutonggames.com/features.html
https://www.scirra.com/
http://www.turbosquid.com/gmax
http://polycode.org/learn/
http://www.goocreate.com/features/
http://www.icanscript.com/
https://www.nodebox.net/
http://craftstud.io/
http://www.gamefromscratch.com/post/2014/10/01/CopperCube-no-programming-required-3D-Engine-Version-5-released.aspx
https://www.youtube.com/watch?v=H_xp3JxMsnA
http://www.s2powered.com/category/profenix-news/

http://stingrayengine.com/
http://fabricengine.com/get-fabric/

recently they added support for adding dupligroups and it maintains the rigid body joints,
Tristan has attempted to squash a few bugs for me, (instances armature modifier effect all instances)

I have not found many things I could not do,

object LOD was exposed

Materials animations were added

Many Many bugs fell,

All in all the engine itself is more usable,
However I have the suspicion that they are waiting for this new viewport render
To do PBR and real-time GLSL shading, and add to the game engine.

Tristan, Lord Loki and Hg1 and others have been fairly active.

Don’t forget Godot, the development as they get closer to the 2.0 release is really getting on a roll with the engine now having someone dedicated to reviewing and committing patches from the community (on top of the usual development from Okam).


Tristan, Lord Loki and Hg1 and others have been fairly active.

As usual, people are overestimating the amount of activity surrounding BGE development. It’s true that they can be active, but there’s still numerous times when bug reports are just sitting in the tracker with no one to fix them (one of which we’re seeing now).

The BGE is way better than unity

agreed.

Why don’t I understand C++, why?!

I would help develop the BGE too… If it were written in Java:p (I know that c++ is generally better than Java, but Java is the only language that I know well.)

I’m not sure about Godot on Mac/Linux, but it doesn’t seem to work well on windows.

Unity and Unreal are still full of issues too…

I’m staying hopeful that Source Engine 2 will be the perfect engine of my dreams.:cool:

-the BGE in it’s current state, is essentially dead. Sad, but that’s how it appears.

That statement is only valid if no one uses the engine.

-I’d recommend researching other engines.

Well I don’t. You’re in a BGE forum.

It’s not as rosy though when you look at development (getting the engine fixed to the point where you just know your projects will work in the new version ect…). As of now, it can still take a while before even basic bugs get fixed and the BGE still sees a stream of game-breaking bugs introduced at a rate that’s far higher than the average when put in comparison with the development rate (you fix one major regression and one or two more pop up in its place).

Also, user retention for the BGE is downright awful, right now we only have a handful of users who have used the engine for more than 5 years (everyone else moved on to engines showing more promise). Many of those people were even active BGE promoters, not anymore.

The only thing that will save the BGE at this point is paid development, there needs to be a paid contract for an existing BGE dev. that lasts long enough to get the code cleaned up, organized, and hardened to the point where the whack-a-mole bugfixing going on currently becomes a thing of the past. Otherwise, there may be a future 2.8 commit that removes the engine altogether.

Can crowd-funding help? The BGE community is fairly huge, we could do a massive donation…

I also like the idea of hiring people to work on BGE. If my family would have +$1500 each month, I’d pay a dev. However, my family gets “-$50”(bills > income) each month…:smiley:

Someone, please, teach me C++ and a way to combine it with OpenGL. I really want to help the development of BGE!

In my humble opinion, this discussion has no reason for being. Mainly because it has been widely and thoroughly discussed in many previous discussions and all came basically to the same verdict: the problem of BGE comes down the BF does not have the financial means to care for all segments of Blender suite and obviously the yield has to be priority. After all, the bulk of financeiamento and maintenance of BF comes from donations and official e-shop.
Ambiguous issues aside, I am confident that we will have the answer to these questions concerning BGE when we confine the opportunity we test for the first time the interactive mode planned to be implemented from version 2.8.

there’s still numerous times when bug reports are just sitting in the tracker with no one to fix them (one of which we’re seeing now).

There are ~130 bugs (reported). ~2/3 have already a revision to fix it (And some of devs have their own branch with many bugs already fixed).

Since no one knows what is the future of the BGE, the rythm of BGE commits has slow down… But there are many projects currently either to improve the BGE, or to rewrite it, or to replace it. About the existing BGE, its code is “independant” enough from Blender internal, so it can survive (in independant branches) even if Blender core is rewrited… So don’t worry, the BGE is not dead, even if it’s removed from official Blender’s versions…

I think the creators of bge give up. There are UE, Unity, Cryengine - millions strings ready for excellent performance and apperance code. UE have analog logic bricks for non programmers but with the better view as nodes.

They think - why we should again create a bycicle? UE, Unity is best and free too (but 5 % fee ) and how many people work on it?

If BGE removed from official - it will be dying , but with convulsions.

Constructive thing is that Blender (and BGE) it’s philosophy, it’s long way to create free, best. fight against commercial sharks. but for do this need to be believe, change priority and ofcourse keep going.

I am very sensitive to the Blender. He gave to many people chance to be better.
And I understand that games have huge potential and modeling of almost exhausted itself. I think Blender deserve give people best for ever engine.

I honestly think the majority of people here (99%) need never use unity or unreal or godot. Most people ask what is the status of BGE under the assumption it is dying so they get worried.

‘Oh noes, better use unity or something.’

Which of course is true, but is only really applicable to people who plan on making a career out of games and hunger for optization, cross platform builds, etc. As of yet I can count on one hand the number of blender artists here that have potentially created a sellable game or have created a sellable game on steam already. Amongst the hundreds of thousands of blender users here, that more or less tells you, you should be fine still using BGE.

But that’s not to say, if you have the time and patience you should not try to use and learn another engine. But for most of us. It really doesn’t matter, the few bugs that are introduced with different versions of blender just really means you should probably stick with one version to develop BGE games in and that’s it.

Well that is my opinion.

I installed Unreal Engine 4. Made a new project. Clicked third person template. Downloaded open world assets. So, I have now a good start in which player char moves and jumps, and I have possibility to edit the world.

In BGE: I made simple terrain in Blender. Saved. Downloaded 3rdPersonCamera from these forums. Opened it in Blender; works. But I have no idea how to combine the terrain scene and the 3rdPersonCamera. I asked it in these forums, but got no real answer.

BGE needs similar usable templates. The player character is so well known entity that today nobody should need to code a line for it.