From now on I am a part of Blender developers team. Together with Matthew Dietel aka mokazon we started a new Blender development branch called "BGE Candy" with main goal to fix broken and add missing and new (mostly visual) features to Blender Game Engine.
I am quite excited about this, I even made our own logo and splash screen (with "sweet", "eye", "candy" and "Blender" in mind)
so here is the list of stuff currently done and yet to be done.
done:
• SSS (subsurface scattering) material
• rectangular area lights
• logic connector highlighting in UI
in progress:
• parallax mapping
• volumetric point & spot lights
• real-time composite nodes
planned:
• volumetric shadowing for volumetric lights
• environment cube-mapping
• scrolling texture coordinates in Blender material editor
• timer node in material node editor
• world normals in material node editor
• extra uniform inputs for 2D GLSL filters
• extra 2D GLSL filters
• Sky and Atmosphere
• fog volumes
BGE Candy branch thread in BlenderArtists HERE
will this possibly include some realtime GLSL edge detections?
ReplyDeleteit is possible already - with a custom 2d filter.
DeleteTHIS.. IS... MOST EXCITING NEWS SINCE CYCLES!
ReplyDelete( And B-mes, of course :P )
You just made my day! Thanks!
ReplyDeletewow, i can't wait.
ReplyDeleteaCould you integrate Moguri's BGE PFC shadow in your build? With due permission of course.
ReplyDeletehttp://mogurijin.wordpress.com/2010/08/14/pcf-soft-shadows-in-the-bge/
I feel that this would be a nice little extra in your project
Hi, there. What's the actual state of this branch? I mean... it never enter in trunk, did it?
ReplyDelete*enter = was included
Delete