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Introduction

This is the place for documentation and developer discussion about the development of the Blender Game Engine. This site is primarily for projects that are actually worked on (implementationally) and for general information about the development of the Game Engine. You can find a visual overview of the BGE here.

Projects

Current, finished, and defunct game engine development projects can be found here.

Branches

Candy branch

Description: A branch with realtime SSS, area lamps, logic brick link highlighting and mipmaps.
Authors: Mokazon and Martinsh
Status: to be confirmed
Link: svn

Harmony Phase I

Description: The purpose of the Harmony project is to improve the Blender Game Engine’s rendering of light and shadows. The first phase of improvements will focus on the rendering and use of shadows. The scope of this phase includes a revised shadow panel, point light shadows, variance shadow maps, shadow cookies, and shadow color. See proposal.
Authors: Kupoman and Moguri
Status: merged into master

Harmony Phase II

Description: The purpose of the Harmony project is to improve the Blender Game Engine’s rendering of light and shadows. The second phase of improvements will focus on improvements to the rendering pipeline. The scope of this phase will include a prepass system for generating information buffers, a light clean up of the current 2D filter system, anti-aliasing for the embedded player, and basic high dynamic range (HDR) rendering. See proposal.
Authors: Kupoman and Moguri
Status: ???
Link: git

Hardware Skinning

Description: A branch implementing mesh animation with skeletons with vertex computations in GPU instead of software/CPU.
Authors: Moguri
Status: some optimizations were already merged, the rest is being cleaned up
Link: git

Cleanup Branch

Description: Agoose's personal branch for BGE cleanup.
Authors: Agoose77
Status: being worked on
Link: git

Road Map

todo: describe new graphics features like support for blender materials, OpenGL GLSL shaders, Bullet rigidbody dynamics, future Vehicle support, character control, Sound, networking etc.

ToDo

See the detailed ToDo list here.

Old Documentation

User Documentation and Tutorials

WIki Intro to the Game Engine

VideoTexture explanation and usage

Original game engine design documents from 2000

These are pretty old and out-dated at this point, but they can still provide some insight into some initial design decisions (e.g., the ketsji/SCA split).

Ketsji Game Engine Framework

Ketsji Index