So are we actually affecting the outcome of what will happen to BGE? Because usually it doesn’t seem to be the case and these discussions are reduced to nothing but trivial chit-chats based on rumors that invite even the most uneducated users.
Anyway for me BGE is awesome as it is. The ENGINE is not getting in the way when people want to make games and offers amazing set of tools for it. OK, not all eye-candy you see on other development platforms is as readily available, but it should be accepted BGE is not for those cutting edge graphics. The same with mobile platform releasing.
I don’t know anything about the codebase, I’m just a game developer. If it’s in bad state then sure, it should be rewritten even at the cost of backwards compatibility (it’s not like it has been compromised earlier, and for a reason). If that makes BGE more lucrative working site for volunteer code improvements even better. If there are little resources to do it then do it a little. Moreover I hope they aren’t reading the amount of BGE coding volunteers as the measure of potential of the engine.
I wouldn’t overhaul the engine in one way or the other. I like BGE where it currently is. I’m not sure how to read Ton’s quote. Is that a statement against improving BGE so that it’s comparable with Unity etc. (which I totally support) or a statement against keeping BGE branch at all in Blender (feels bad man) ?
Losing BGE would be just real pity. The engine has a huge edge in workflow compared Unity or UDK and it shouldn’t be so condescending. And it really is big. Export-importing a cube with diffuse map to another engine is not too hard but when you want to push your organic model revisions and tests out and have to manually correct and fine tune every single one of them in the game development software it gets really boring and pointless. AND nothing ever looks the same. Of course you are free to trade other parts of your workflow too, and soon you have spent thousands of dollars per desk just to minimize the workflow penalties.
Typically with game engines, it’s all or nothing - don’t implement a feature if it will be substandard.
Quotes like these I won’t agree with. The fact that some huge commercial giant does a feature more fluent or in greater control doesn’t mean your system is “substandard” or bad. After all it’s nothing but arms race. After something is achieved they strive for better stuff and so it goes on. Nothing is ever “finished” or “best”. Should GIMP or some feature of it give up because of Adobe Creative Suite that steamsrolls everything? Or OpenOffice compared to MS alternative? No, this things were set up to offer a free and independent alternatives to begin with. The fact that they can’t shoot for same quality doesn’t make them invalid.
I ask you: Where are the game developers that had to leave BGE because their project was too big for it? Have these people finished their project thanks to using another engine?
I’ve watched the game developing scene for almost 15 years and one thing that never changes is that people are just unproductive, think too much of themselves and get greedy and proud. Most projects failing is not because engine or platform was bad. BGE has got to stop taking the bashing and beating from noobs that step into the world of game development knowing nothing and expecting to just pour out AAA-quality games because magic. Of course nothing but a faceplant can come out of it. Every platform gets them, even the best.
Recently I was involved in Unity (soon to be kickstarter) project and I can tell that also people over there are at loss of skill, lack of tutorials and looking for an easy magic solutions, which are not available. Even the pricey asset store stuff is often not exactly what you need, you want to tweak it but it’s almost as hard as making something from scratch. They are frustrated because of lack of documentation and support, they are forced to try everything until they hack together something disfigured that barely does what they wanted to. Unless they pick themselves up and finally properly plan the feature, research examples and theory and code the exact thing they want. It’s how you make games.
I’ll just C/P this in the future threads…