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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ASource%2FDevelopment%2FTodo%2FGameEngine</id>
	<title>Dev:Source/Development/Todo/GameEngine - 版の履歴</title>
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	<updated>2026-05-18T17:29:00Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Source/Development/Todo/GameEngine&amp;diff=146857&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Source/Development/Todo/GameEngine&amp;diff=146857&amp;oldid=prev"/>
		<updated>2018-06-28T21:08:14Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:08時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Source/Development/Todo/GameEngine&amp;diff=146856&amp;oldid=prev</id>
		<title>wiki&gt;Dfelinto: /* Render */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Source/Development/Todo/GameEngine&amp;diff=146856&amp;oldid=prev"/>
		<updated>2017-05-15T12:40:31Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Render&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Dev:2.5/Source/Development/Todo/index}}&lt;br /&gt;
&lt;br /&gt;
=== Game Engine ===&lt;br /&gt;
* Resizing of Blender doesn't resize BGE.&lt;br /&gt;
* When resizing the player, GPG_Canvas::ResizeWindow does not support changing or keep the previous refresh rate and bytes per pixel. {{BugReport|40544}}&lt;br /&gt;
* &amp;quot;Split Region in 4 Parts&amp;quot; launch BGE only in one of the parts.&lt;br /&gt;
* Maximum BGE screen size has one extra pixel (eg. 1025x769). That produces two problems:&lt;br /&gt;
** 2Dfilters may work slower (the power of 2 buffer will be 2048x1024 in the above example&lt;br /&gt;
** Dome mode is not centralized (slightly noticeable).&lt;br /&gt;
* Better access to UV maps: currently you can only access two UV maps to be able to adjust them, we should be able to access any and all UV maps for manipulation.&lt;br /&gt;
* Add support for constraints. Currently only the ''Rigid Body Joint'' is supported. There is no reason to not support at least all the transforms and more relations. {{BugReport|34132}}&lt;br /&gt;
* Add support for world textures.&lt;br /&gt;
* AddObject doesn't respect linked objects local layers in Blenderplayer {{BugReport|45597}}&lt;br /&gt;
==== GLSL ====&lt;br /&gt;
* Implement vertex transparency in GLSL&lt;br /&gt;
==== Input ====&lt;br /&gt;
* Keyboard: support for non-US keyboards. A current workaround is using PyUSB. {{BugReport|6430}} {{BugReport|40614}}&lt;br /&gt;
* Buffered input, with support for queries (isPressed, etc) and keeping track of the order of input {{BugReport|41181}}&lt;br /&gt;
* Flexible interface to hook a python user made logic or library to the event system from ghost/SDL so as to support a wide range of input devices&lt;br /&gt;
* Support for output: rumble, force feedback, leds. Again, this should be designed as a flexible wrapper to hook python logic into, because we can't possibly aim to support all kinds of hardware with fringe functionality.&lt;br /&gt;
* More consistent interface for joysticks across OS and hardware {{BugReport|41214}}&lt;br /&gt;
==== Mesh ====&lt;br /&gt;
* Create new geometry dynamically: meshes, vertices and faces&lt;br /&gt;
&lt;br /&gt;
=== Render ===&lt;br /&gt;
*at this moment the bullet physics engine is being used for culling, this means that the GE does not work without it.&lt;br /&gt;
*add the posibility of output opengl renderer to a file (when BGE and blender use the same opengl renderer).&lt;br /&gt;
* use skinned mesh for camera frustum calculation {{BugReport|50881}}&lt;br /&gt;
&lt;br /&gt;
==== 3D Text ====&lt;br /&gt;
*More details in {{GitCommit|0890b80ed9343ac9b86b40f612d5a994745d85d7}}&lt;br /&gt;
*support for packed font and the &amp;lt;builtin&amp;gt;&lt;br /&gt;
*figure why some fonts are displayed in a different size in 3DView/BGE (BLF)&lt;br /&gt;
*investigate glitches&lt;br /&gt;
*support for multiline&lt;br /&gt;
*support for more Blender Font Object options (text alignment, text boxes, ...)&lt;br /&gt;
*the text looks very pixelated/aliased&lt;br /&gt;
*support for alignment (left, center, right justified...) {{BugReport|41069}}&lt;br /&gt;
*take the color from material instead of object panel {{BugReport|44163}}&lt;br /&gt;
&lt;br /&gt;
=== Python API ===&lt;br /&gt;
* automatic generation of documentation&lt;br /&gt;
* review the KX_Camera matrix methods ({{BugReport|36607}})&lt;br /&gt;
* KX_Camera.getScreenRay should have the same options and returns as KX_GameObject.rayCast&lt;br /&gt;
* Change AddObject parameter to secons. This breaks backward compatibility, so it should only be addressed in a release where we break things for good (3.x?). ({{BugReport|40402}})&lt;br /&gt;
* Adds support to AddObject and AddObject actuator to choose that the name of the objects added be equal each other or different (.001, .002, etc)&lt;br /&gt;
&lt;br /&gt;
=== Logic ===&lt;br /&gt;
* wasn't there a list with things like copy-paste bricks, drag them, etc?&lt;br /&gt;
* Constraint Actuator: the current options are limited and sometimes lead to unexpected behaviour. There should be a way to set the coordinates of the constraint: world, parent or local. Related: {{BugReport|18134}}&lt;br /&gt;
*cannot create new vertices or faces in runtime, only existing mesh data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
* rewrite functionality: ResetPhysicsObjectsAnimationIpo resetNoneDynamicObjectToIpo WritePhysicsObjectToAnimationIpo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
* Graphical interface for Vehicle Physics Wrapper&lt;br /&gt;
==== Particles ====&lt;br /&gt;
The Game Engine currently has no Particle system.&lt;br /&gt;
*This is an important feature to support as it is essential for:&lt;br /&gt;
** visual effects with fuzziness/transparency: fire, smoke, clouds, explosions..&lt;br /&gt;
** scenic effects: falling leaves, rolling tumbleweeds..&lt;br /&gt;
** surfaces with many strands: grass, fur, hair..&lt;br /&gt;
** biologic groups/hordes: ants, fishes, birds, enemies (This starts to overlap with artificial intelligence and group behaviour in the movement and generation definition)&lt;br /&gt;
*Some requirements are:&lt;br /&gt;
**real time simulation and rendering&lt;br /&gt;
**attention to common game techniques, notoriously billboards&lt;br /&gt;
*Current workarounds are the Add Object Actuator and AddOns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Video Texture ===&lt;br /&gt;
*Better API to use webcams as a VideoSource {{BugReport|18634}}&lt;br /&gt;
*Python API documentation - improve, review and add function signatures and descriptions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Techniques / Workflow Support ===&lt;br /&gt;
* Hardware Skinning&lt;br /&gt;
* Billboards&lt;br /&gt;
* Improve text/script editing: auto-completion, shortcut conventions and other [[Dev:2.5/Source/Development/Todo/Editors#Text_Editor|todos]] for the text editor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Asset management and Packaging ===&lt;br /&gt;
*the current way and limitations of linking and appending do not fit well with the game creation process. It is necessary to:&lt;br /&gt;
**re-use and asset with different logic and logic/physics settings&lt;br /&gt;
**re-use logic - at this moment logic bricks are strongly tied to an object and it would be preferable to have them more independent&lt;br /&gt;
**an overhaul of the asset management would be a big plus and is a current weak point of the GE. This includes:&lt;br /&gt;
***browsing locally for an asset (and good outliner support)&lt;br /&gt;
***asset sharing within teams and globally (store/market like - having a repository of usable components as building blocks)&lt;br /&gt;
***packaging: have a good definition of assets/libraries/components/functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export and Deployment ===&lt;br /&gt;
*cross-building - deploy from one platform to all&lt;br /&gt;
*do basic checks, eg for missing resources&lt;br /&gt;
*automatically pack the textures into the blend files&lt;br /&gt;
*automatically include all linked Blender files&lt;br /&gt;
*deploy to web and mobile platforms&lt;/div&gt;</summary>
		<author><name>wiki&gt;Dfelinto</name></author>
		
	</entry>
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