March 22, 2012

BGE Candy branch

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

8 comments:

  1. will this possibly include some realtime GLSL edge detections?

    ReplyDelete
    Replies
    1. it is possible already - with a custom 2d filter.

      Delete
  2. THIS.. IS... MOST EXCITING NEWS SINCE CYCLES!
    ( And B-mes, of course :P )

    ReplyDelete
  3. wow, i can't wait.

    ReplyDelete
  4. aCould you integrate Moguri's BGE PFC shadow in your build? With due permission of course.
    http://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

    ReplyDelete
  5. Hi, there. What's the actual state of this branch? I mean... it never enter in trunk, did it?

    ReplyDelete