Upbge: Are the project still alive?

Created on 16 Mar 2018  Â·  11Comments  Â·  Source: UPBGE/upbge

Hi, guys.
First of all, thank you for hard work. But it seems that the project takes pause. Any news about UPBGE's feature?

Cheers, Pavel

Most helpful comment

I have forked the repo of upbge and am looking for contributors and do not
intend to let panzergame's work die.

On Sat, Mar 17, 2018 at 11:24 AM, creeperdeking notifications@github.com
wrote:

Well, thank you for your interest into the upbge, but the upbge team is
not currently working on big new versions. Our main contributor,
panzergame, has left the project.
If you want to make games, maybe you should look to game engines that have
a greater number of contributors, like the godot engine for example.

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All 11 comments

i think the developers are in a full immersion for integration for eevee in bge. i think the blender foundation don't want to share the code before the official release of blender 2.8

Well, thank you for your interest into the upbge, but the upbge team is not currently working on big new versions. Our main contributor, panzergame, has left the project.
If you want to make games, maybe you should look to game engines that have a greater number of contributors, like the godot engine for example.

I have forked the repo of upbge and am looking for contributors and do not
intend to let panzergame's work die.

On Sat, Mar 17, 2018 at 11:24 AM, creeperdeking notifications@github.com
wrote:

Well, thank you for your interest into the upbge, but the upbge team is
not currently working on big new versions. Our main contributor,
panzergame, has left the project.
If you want to make games, maybe you should look to game engines that have
a greater number of contributors, like the godot engine for example.

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@BluePrintRandom Thanks for that!
Could you organize a donation effort (Patreon, Paypal, etc)? This could motivate new developers to join the project and don't leave it, and I'm sure a lot of people have the intention to donate to the project (including me). This topic was discussed long ago, but was forgotten, and when a big loss happens I think it's the time to discuss it again. ;)

Finally, will the project be discontinued?

I am still looking for a coder, Youle has quit, I don't know about tristan,

On Sat, Apr 7, 2018, 6:22 AM Júnior notifications@github.com wrote:

Finally, will the project be discontinued?

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Tristan?

Panzergame*, I am not sure exactly what happened, but he is now busy/gone
He was the main coder for the project, he was a saint.

LordLoki is awaiting working on 2.8 Interactive engine
(he also contributed great code for sdl2 / controller actuator)

Youle had a fork of 2.8 w/bge in it / bge eevee that was not chosen for 2.8
and kinda skipped out, he coded suspendPhysics and motion sensor brick and
more.

so basically we don't have any active developers atm,
I will be accepting pull requests to my own fork,
but we have to profile everything and test it using a test suite
as I can't actually review the code.

some things I am looking for

BVHtree based light cuts /forward+ render working on old hardware.
gIft importer/exporter.
parrlax corrected cubemaps.
probe grid for PBR.
PBR in old render using IBL.
cascaded sun shadows.

On Sat, Apr 7, 2018, 10:40 AM Júnior notifications@github.com wrote:

Tristan?

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Parallax Corrected Cubemaps is something similar to BPCEM? Remember martinsh's BPCEM? He also made one in nodes. Having a bit of look, I could be able to port that over to UPBGE somehow. The hardest part would be setting up the cubemap parameters such as boxe's world position and sizes. No idea where to put that UI. Would probably require a new kind of object for probes.

For git importer/exporter - I'm definetly not capable to contribute to that.

Reflection probe grid can be possibly taken from Eevee code? Also box probes are required (like the ones in UE4). I may look into this, but I doubt I can do anything.

The PBR in old render using IBL part I don't understand.

And for cascaded sun shadows - they sound a bit too hard for me.

I could also rewrite some of shaders. For example, make UPBGE use GGX based specular distribution instead of current CookTorrance. Also having access to more material parameters in texture tab and nodes would be vital.

No idea what I just wrote.

I have read this thread today for the first time. Wow, that doesn't sound good, but it's always seen at open source.
Unfortunately, I cannot contribute to coding because I do not know the source code. But I'm going to have a look. Why does blender actually pulls all the developers and prevents a good advancement of UPBGE? I find the prospects for the new blender very bad. They're making too many management mistakes. UPBGE should focus on the support of VR if this branch survives. This is the market in the future, no still images!

It is alive yet but development will take place more slowly.

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