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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ASource%2FGameEngine%2FProjects</id>
	<title>Dev:Source/GameEngine/Projects - 版の履歴</title>
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	<updated>2026-06-07T12:21:51Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Source/GameEngine/Projects&amp;diff=146677&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/GameEngine/Projects&amp;diff=146677&amp;oldid=prev"/>
		<updated>2018-06-28T21:08:04Z</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/GameEngine/Projects&amp;diff=146676&amp;oldid=prev</id>
		<title>wiki&gt;Ben2610: /* Decklink branch */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Source/GameEngine/Projects&amp;diff=146676&amp;oldid=prev"/>
		<updated>2015-11-12T23:31:55Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Decklink branch&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;= Current Projects  =&lt;br /&gt;
&lt;br /&gt;
== [http://gamekit.googlecode.com GameKit based on Ogre, Irrlicht, Bullet, bParse and readblend] ==&lt;br /&gt;
&lt;br /&gt;
The goal of this GameKit project is to create a standalone game player,&amp;amp;nbsp;fully under the ZLib/MIT/BSD style license (no (L)GPL).&lt;br /&gt;
&lt;br /&gt;
The bParse and [http://dbpedia.org/page/Readblend readblend ]library can directly read and extract any data from .blend files, including graphics meshes, embedded texture images, armatures with skeletal animation, rigid body, soft body and constraint information. readblend is an alternative to writing python export scripts. The Ogre work was formerly known as Echo, by Charlie/snailrose.&lt;br /&gt;
&lt;br /&gt;
Various options for rendering are available, including Ogre, Irrlicht for PC/Linux/Mac and Oolong Engine for iPhone.&lt;br /&gt;
&lt;br /&gt;
== Branches ==&lt;br /&gt;
&lt;br /&gt;
===Decklink branch===&lt;br /&gt;
'''Description:''' A branch to bring realtime video capture and compositing based on BlackMagicDesign boards to the BGE. Integrated in VideoTexture.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Authors:''' [[User:Ben2610|ben2610]]&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Status:''' Ready to merge. The API documentation is up to date in the branch. There is also an older document with design details: [[{{ns:6}}:Manual-BGE-VIdeoTexture-Decklink-API.pdf|pdf]]. The branch is planned to merge in 2.76 or 2.77&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Link:''' [[Dev:Source/GameEngine/Decklink|List of features]]&lt;br /&gt;
&lt;br /&gt;
===Candy branch===&lt;br /&gt;
'''Description:''' A branch with realtime SSS, area lamps, logic brick link highlighting and mipmaps. [http://blenderartists.org/forum/showthread.php?248538-New-BGE-Features BA thread].&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Authors:''' [[User:Mokazon|Mokazon]] and Martinsh&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Status:''' probably defunct, there is no response from the authors since at least 2013. Some of the features are in master already, but the ''area lamps'' are not and seem to be a popular feature.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Link:''' [https://svn.blender.org/svnroot/bf-blender/branches/ge_candy/ svn]&lt;br /&gt;
&lt;br /&gt;
===Harmony Phase I===&lt;br /&gt;
'''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.  [[User:Kupoman/Harmony_Phase1|See proposal]].&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Authors:''' [[User:Kupoman|Kupoman]] and [[User:Moguri|Moguri]]&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Status:''' merged into master&lt;br /&gt;
&lt;br /&gt;
===Harmony Phase II===&lt;br /&gt;
'''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. [[User:Kupoman/Harmony_Phase2|See proposal]].&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Authors:''' [[User:Kupoman|Kupoman]] and [[User:Moguri|Moguri]]&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Status:''' ??? &amp;lt;br/&amp;gt;&lt;br /&gt;
'''Link:''' [https://github.com/Moguri/blender/tree/harmony2 git]&lt;br /&gt;
&lt;br /&gt;
===Hardware Skinning===&lt;br /&gt;
'''Description:''' A branch implementing mesh animation with skeletons with vertex computations in GPU instead of software/CPU.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Authors:''' [[User:Moguri|Moguri]]&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Status:''' some optimizations were already merged, the rest is being cleaned up&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Link:''' [https://github.com/Moguri/blender/tree/thesis git]&lt;br /&gt;
&lt;br /&gt;
===Cleanup Branch===&lt;br /&gt;
'''Description:''' Agoose's personal branch for BGE cleanup.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Authors:''' [[User:Agoose77|Agoose77]]&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Status:''' being worked on&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Link:''' [https://github.com/agoose77/blender/tree/GE_Cleanup git]&lt;br /&gt;
&lt;br /&gt;
= Finished Projects = &lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/Logic|Logic editing]]'''  ==&lt;br /&gt;
&lt;br /&gt;
Several logic improvements.&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/RobotIKSolver|New constraints-based IK solver for armature animation]]'''  ==&lt;br /&gt;
&lt;br /&gt;
Project by [[User:Ben2610|ben2610]] in collaboration with the University of Leuven to integrate new Inverse Kinematics algorithms in Blender and the BGE. The algorithms are developped in the Department of Mechanical Engineering of the University of Leuven. Blender has been selected as the best platform for spreading the knowledge acquired in the Departement. Primarly designed for robots, the algorithms should fit well in Blender, providing a more consistent handling of constraints and producing faster and more natural animation.&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/Python API Clean Up|Python API Clean Up]]'''  ==&lt;br /&gt;
&lt;br /&gt;
[[User:Ben2610|ben2610]], [[User:Cyborg ar|cyborg_ar]], [[User:Ideasman42|Ideasman42]] and [[User:Moguri|Moguri]] are working on cleaning up the BGE Python API&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/2.49/Fisheye Dome Camera|Fisheye (Dome) Camera]]'''  ==&lt;br /&gt;
! done !&lt;br /&gt;
[[User:Dfelinto|dfelinto]] is working on implementing a fisheye camera solution for Planetariums and Dome projects.&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/BulletSoftBody|Bullet Soft Body]]'''  ==&lt;br /&gt;
&lt;br /&gt;
The Blender 2.48 game engine will feature Bullet soft body simulation, for cloth and volumetric soft bodies. Soft bodies collide and interact with dynamic objects such as rigid bodies. Constraints are also possible. [[Dev:Source/GameEngine/BulletSoftBody|More...]] &lt;br /&gt;
&lt;br /&gt;
== '''[https://sites.google.com/site/blendergameengine/2dfilter_introduction2 2D Filters]'''  ==&lt;br /&gt;
&lt;br /&gt;
Several 2D post processing effects for BGE.&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/2.49/VideoTexture|Video Texture]]'''  ==&lt;br /&gt;
&lt;br /&gt;
Project by [[User:Ben2610|ben2610]] to get video textures in BGE, also with viewport to texture and render to texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''Defunct / Previous Projects''' =&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/Architecture/External Engine Interface|External Engine Interface]]'''  ==&lt;br /&gt;
&lt;br /&gt;
The main goal of this is making a clean API for embedding external Game/Render Engine. Make able to use blender as general game/interactive environment application developer tool with custom or existing open source engines. The usual developing method is making models with a modeler and than build level or environment with custom program. Blender Game Engine still enable for us to join model and environment building, but the game engine has limited features and blender's main mission is to be a modeler not a game engine (I mean the programmer power is concentrating on modeler/renderer feature implementations ). Also there are several open source graphics/game engines, what are often suffers lack of level editor tools. This project wants to enable engine developers to use blender as a general real-time editor.&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/NodalLogic|Hierarchical Nodal Logic and Scripting Enhancements for Blender 2.5]]''' ==&lt;br /&gt;
This project (on hold since early 2010!) is the second phase of the Robotic project funded by the University of Leuven. The goal is to create a Node based GUI for developping interactive applications in the game engine. Coupled to that, an enhanced Python scripting framework will allow easy creation of custom nodes and access to all game engine features.&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/BlendX|BlendX, blender game engine rewrite/plugin]]'''  ==&lt;br /&gt;
&lt;br /&gt;
The goal is to rewrite the current BGE by replicating most of it's current features and adding more features found in todays up to date 3d engines. Such features are, full screen post processing, true bone animation, advanced dynamics system (physics/collision/particles, including real rag dolls) and real-time shadows. Also the current logics system will be replaced with a similar, but more organized and advanced logics system.&lt;br /&gt;
&lt;br /&gt;
== '''[[Dev:Source/GameEngine/WebPlugin|Web Plugin]]'''  ==&lt;br /&gt;
&lt;br /&gt;
The goal is to rewrite the Blender Web Plugin, supporting most web browsers in the market. &lt;br /&gt;
&lt;br /&gt;
== '''blender2crystal'''  ==&lt;br /&gt;
&lt;br /&gt;
A Blender python plugin that allows you to export, import and run content for the [http://www.crystalspace3d.com CrystalSpace] 3d engine, edit game properties for [http://www.crystalspace3d.com/main/CEL CEL], and create full scripting games using cel python or xml.&lt;br /&gt;
&lt;br /&gt;
== '''Echo-Plugin'''  ==&lt;br /&gt;
&lt;br /&gt;
OGRE/bullet integration for blender game engine. This work has been revived and included in the GameKit project.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Ben2610</name></author>
		
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