UPBGE / upbge

UPBGE, the best integrated game engine in Blender
https://upbge.org
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UPBGE Development ideas #1136

Closed youle31 closed 4 years ago

youle31 commented 4 years ago

ideas:

  1. Check if we can merge Max Physics Step and Max Logic Step setting (see in the log why there were 2 settings, see if it could be interestin to keep both....). Also, in current code, only max step amount is taken into account but it can be confusing for user who wants to reduce these steps because he has to reduce both settings.
  2. See if there are potential not needed things which could be avoided when several logic and physics updates are done per loop: for example, we could try to avoid to call reinstancePhysicsMesh several times because it seems that there are very few cases where it could be needed: https://github.com/UPBGE/upbge/commit/e149c2a0f13456c5569c99698a1941875c01b07f
  3. Improve tooltips. ............. List only editable by commiters, please.
BluePrintRandom commented 4 years ago

I have 1 commit :D

but your list looks great. only a few additions

  1. investigate using cycles or rtx to get at ATAA

  2. accelerate vertex skinning with a game optimized armature modifier

  3. a new blend type for alpha for water render 1 time opaque (to get SSR) - render again alpha - (to get at refraction) mix the two using Fresnel

-blur pass on alpha hashed materials

RomStef commented 4 years ago

I'm not a committer and i don't have enough experience for helping in development and upgrade upbge but i have searching how the other softwares manage the LOD Fade effect and the unity methods seems well documented if this can help

https://docs.unity3d.com/Manual/class-LODGroup.html

RomStef commented 4 years ago

workspace UI proposal for game logic

upbge_interface_proposal

youle31 commented 4 years ago

I'd personally include the text editor in the opened things

lordloki commented 4 years ago

I did this start blend mock-up image This mock-up include a new Game Engine workspace

lordloki commented 4 years ago

OK, I don't really know how to activate eevee viewport shading to rendered from start. It always start in solid mode: image

youle31 commented 4 years ago

I like the first version without the file browser, but in solid mode. Else, I won't replace the point with a sun (but i don't really mind). I'm ok with the first version in solid mode.

lordloki commented 4 years ago

Closing the issue to make it not visible from tracker list. As it is pinned this is not a problem as it is showed in Top part.

IzaZed commented 4 years ago

Concerning LibLoad, I get very low framerates and strange behaviour (some code not working, being applied at wrong times for example) when loading a file with the Game Actuator.

What would be the best way to completely jump to another .blend file at runtime?

Currently using a 0.3.0 build from April 17th

youle31 commented 4 years ago

I tried to rework a bit on game actuator and we merged some work 13 days ago: https://github.com/UPBGE/upbge/pull/1191 @IzaZed : you can try with a more recent upbge 0.3 and if you have some bugs, you can report issues with the most simple test files you can (if possible without using logic nodes addon)

IzaZed commented 4 years ago

It's good in recent builds 👍 calling python LibLoad still results in an ACCESS VIOLATION, but I think that's a known one

youle31 commented 4 years ago

LibLoad has been replaced with scene.convertBlenderObject/scene.convertBlenderCollection, I won't work on it. If someone wants to work on it, the old code is still there but as we have convertBlenderObject/convertBlenderCollection and that we can use bpy.ops.wm.append or import_mesh_ply or import objects from different files types or another .blends then convert it into gameobjects, it seems to me that libload is not needed anymore. For Async, we'll maybe try to find something but with the new system (not with libload unless someone wants to put his hands in this extremely complex code).

lordloki commented 4 years ago

I think import alembic is multithreading and asynchronous. I have to check it

BluePrintRandom commented 4 years ago

another thing to consider - the new intel threaded container type should help us potentially - maybe we can use it in a few places?

UnidayStudio commented 4 years ago

Why not the same design that 0.2.5 have?

OK, I don't really know how to activate eevee viewport shading to rendered from start. It always start in solid mode: image

Why not the same startup design that 0.2.5 have? Because it's already well known and tested. From my experience teaching upbge, more tabs opened by default may cause confusion for the very beginners. Thanks for your work! :)

Trample-ingame commented 4 years ago

there will be a chance to have all deform modifiers working in UPBGE during the game? it would be a great help instead of animate all with armature and shape key which is a boring long procedure

youle31 commented 4 years ago

deform modifiers are working during runtime in upbge 0.3

BluePrintRandom commented 4 years ago

could we make a way to overide the texture a modifier is using with another image buffer?

for instance replace a static image with a video texture?

Trample-ingame commented 4 years ago

youle31 i mean UPBGE not with blender and eevee i tried today with cast, lattice, also displace, they keep the modified shape but don't animate during the playmode

lordloki commented 4 years ago

Hi @Trample-ingame , Currently, we have not planned new development for Upbge 0.2.5. At this moment we will put several easier fixes on it but all the new development will go over Upbge 0.3. This issue is a collection of ideas for 0.3.

Trample-ingame commented 4 years ago

ah :( , so about 0.3 i want to say, i honestly think the old blender is more intuitive and blender internal /render was very fast to create materials with texture and set texture parameters at once in 10-20 seconds and get some very cool stuff, now in the new one i don't even know where to touch, if the property layout would had meant to be closer to the old blender it'd had be much easier to use it, i still don't understand why blender 2.8 it's like a now software with new icons that confusing me in search of tools, i tried sometime to use the new blender but i go back after 10 minutes, i want to switch to the new lite eevee render mode but it's like i have to learn a new software with scene and materials creation much longer with nodes :/ it's stressing, also i'm waiting to have 0.3 much more stable, i don't know how easy it is but you could improve the conversion of materials and texture to cycle to reproduce the exact same effect i have in blender internal when for example i set normals, alpha, influence color and hardness to a single texture, i tried it and the result was horrible, at least i wouldn't have to rebuild all materials of my games, it would be so stressful

BluePrintRandom commented 4 years ago

ah :( , so about 0.3 i want to say, i honestly think the old blender is more intuitive and blender internal /render was very fast to create materials with texture and set texture parameters at once in 10-20 seconds and get some very cool stuff, now in the new one i don't even know where to touch, if the property layout would had meant to be closer to the old blender it'd had be much easier to use it, i still don't understand why blender 2.8 it's like a now software with new icons that confusing me in search of tools, i tried sometime to use the new blender but i go back after 10 minutes, i want to switch to the new lite eevee render mode but it's like i have to learn a new software with scene and materials creation much longer with nodes :/ it's stressing, also i'm waiting to have 0.3 much more stable, i don't know how easy it is but you could improve the conversion of materials and texture to cycle to reproduce the exact same effect i have in blender internal when for example i set normals, alpha, influence color and hardness to a single texture, i tried it and the result was horrible, at least i wouldn't have to rebuild all materials of my games, it would be so stressful

it's actually very easy to use - the principled node can describe almost any material. if you don't get hooked on it 0.2.5 repo exits if you want to do PR for it. (pull requests)

RadhaMadhavaDas commented 1 year ago

I'd like to see a UPBGE development fund, and dedicated paid team members, with a support team as a paid option to help users learn and troubleshoot the engine. There should be a marketplace for assets and prefabs, as well as promote games in development, as well as releases.

I can help with these things if I can find someone on the team who's willing to talk?

sammtrend commented 8 months ago

Hi, Not sure this is the right place to ask. I would like to know if this is possible to request new sensor. I would like to use loadcells from here :https://www.phidgets.com/?prodid=229 in combination with https://www.phidgets.com/?prodid=1270. There is an API for multiple coding languages (C, python,...). I can do testing as I have those devices with me. Any workaround to make this work as an input in upbge to move an object based on the applied load would be very appreciated. Samm

Trample-ingame commented 8 months ago

you should ask it to the owner of the plugin not to me, i only created the text/grid file

Il giorno gio 25 gen 2024 alle ore 10:36 sammtrend @.***> ha scritto:

Hi, Not sure this is the right place to ask. I would like to know if this is possible to request new sensor. I would like to use loadcells from here :https://www.phidgets.com/?prodid=229 in combination with https://www.phidgets.com/?prodid=1270. There is an API for multiple coding languages (C, python,...). I can do testing as I have those devices with me. Samm

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JYamihud commented 7 months ago

Rendering

Performace

Stability

Physics

Vehicle Constraints:

BluePrintRandom commented 6 months ago

I would recommend wrapping armature physics object using bt_multiBody, (maybe for 4.3?)

this can be used in conjunction with a 'target action armature' to attempt to match with the ridged body armature.

@JYamihud - Multiple passes is already planned by composition team (AOV / Depth etc)