Loathe as I am to break the rules, BPR’s post deserves a thorough response. As such, it will be an almost line-by-line reply.
I assume you mean the alternate game engine renderers? They’re faster, more efficient, more capable, and more flexible than that implemented in the BGE. There isn’t anything “magical” about them, they are simply better designed and have more people improving them.
If you took the time to read the links Campbell provided earlier, you’ll see it is a lot of work. The renderer is not a nicely self-contained piece of code, with branches of it spread out through a number of other modules that have nothing (or next to nothing) to do with rendering. As the blog article in question mentioned, this is a red flag indicator for bad design in the first place.
Blender viewport GSL is not the same as BGE renderer. It might “mean that to you”, but you’d be very wrong to think they are one and the same and hence a finished viewport equals a fixed/new renderer for BGE.
Huge amount of work no-one seems interested in undertaking let alone maintaining.
You mean aside from the fact that no-one is actually doing that in the first place? Well, there’d still be the issues code maintenance (the Blender Foundation is not interested in it), the amount of time required to do what you suggest, the fact that alternate engines wil be progressing at least as fast (and most likely much faster) in their development and so still being a far ore attractive option, etc.
However, let’s start with the basics - you’ve got no-one actually converting the system, the Blender Foundation is not going to pay for it, and you have no design to even start working on such a “system-by-system” replacement. The problem is, quite simply, no-one is doing it and no-one is really interested in it either. Do not confuse the volunteers bug-fixing and trying to maintain status quo as being the same thing - they’re not.
For the almost complete rewrite the BGE needs to come close to meeting the level set by other engines? At the absolute very least, six-to-twelve months of developer effort. Assuming a competent developer who has a solid design already in mind and simply needs the time to refactor, retool, and rework the BGE from the ground up without large amounts of trial and error.
Given my experience in the industry, you’d be looking at the very minimum $30K (and I personally wouldn’t expect the right level of developer being hired for that little given the work that needs to be done).
Once again, it’s not being thrown away. You will be able to use it as long as you & volunteers maintain it - just like you do now. It just doesn’t need to be in the main distribution of Blender, freeing up the Blender Foundation developers to streamline any development they would otherwise have to hack & band-aid because of it’s interaction with a game engine they are no longer maintaining themselves.
Actually, no it isn’t. It’s buggy, incomplete, inconsistent, and put’s hurdles where there need be none. It was ‘barely’ adequate some years ago. It’s an embarrassment now. Repeatedly saying it is good doesn’t make it so, BPR, and that’s what the majority of your posts are amounting to.
No-one is stopping you. The Blender Foundation is not going to, however, and given that stance it makes sense for it’s eventual removal.
I would suggest start at $50K and keep it coming. The thing about code development is that those good at their craft tend to get paid quite a bit and those bad at their craft are most definitely not the ones you want “fixing” the BGE. I develop code for a living and don’t even consider jobs that don’t equate to >$110K a year. I’m nowhere near the best coder I’ve met.