Can you imagine trying to do real-time hair/fur/grass in BGE? What about real-time cloth or ambient occlusion? and those arenât even next-gen technologies
When it comes to the graphical parts, this is part of the reason why Kupoman started the BGE-harmony project (which is a complete overhaul of the rendering backend), itâs currently in phase 2 and is taking a while to complete due to the large scope of the project and the fact that it is just one person coding it. When it is done the BGE should be using some modern rendering technologies like inferred lighting that should increase the graphical quality of games, do note though that Phase 3 is currently in the planning stages and the sheer scope means that patience is needed.
Also, I think BPR is starting to go a bit far when it comes to pushing his project on his thread.
With my current pipeline, all I have to do is press âExportâ and then âPlayâ
If you can combine those into one step, then using an external game engine will become as easy and fast as using the BGE itself and make it much more viable for some to move to other engines (though I would still appreciate the option of using the BGE as some of the projectâs Iâve worked on have way too much logic involved to be easily portable to other engines and would best be completed in the BGE).
As for projects that are never completed, I will admit that I have a number of projects that Iâve never completed as well, but itâs not so much because of BGE limitations as it is to all my creative time being taken up by use of the Cycles renderer. (my art creation tends to have higher priority than game creation).
A final note, the reason I often speak up in favor of the BGE is that I tend to follow the latest development more closely than many other members so I know thereâs some hard work being done by the BGE developers, in part it makes me feel like theyâre being treated as pariahs and with high levels of disrespect in the Blender community because of the perception they are working on a dead-end.
EDIT: Just found something of interest that is somewhat related to this thread.
The BGE user known as C-106 Delta (creator of the ultra-secure BPPlayer), has indicated that he is starting to do some research into a possible integration with Steam (seen on this page)
http://www.blenderartists.org/forum/showthread.php?130089-BPPlayer-BGE-Security-(1-05c-Win32-Linux64-MacOSX)/page32
So theoretically, it might eventually become possible to use his custom player to get BGE games onto steam, he also mentioned some interest in integration with the Oculus Rift platform as well. On top of that, a new version is slated to come out tomorrow.
Basically, all that the BPPlayer does is wrap the .blend in a non-GPL shell that allows for technical distribution of the source while preventing others from editing it, the way he set it up means that editing the actual game inside should be no less difficult than hacking a commercial AAA game.