Firstly let me say that if I was further along re-learning how to code, I’d try to help out with the BGE. At the moment I think my only possible usefulness would be as a guinea pig. Trying to change the direction of some big organisation is just not time and energy efficient given my current skillset. I hope it all turns out well, but just in case….
Remember that long time I spent researching before I even began PlanetGardenShed? Well most of it was looking at what joins to what. Blender’s big advantage remains the accessible source. I figured even if the Game Engine stayed stalled (as it was even then), I can look at the source generated by my Blender prototype and learn from it to build and extend my own solutions.
Commercial solutions to game creation with a free starter kit don’t appeal to me because I know I’ll be paying for them at some point, and I’m not planning big earnings to justify that. I’m doing this for fun. If it goes anywhere, fine, but it’s not an aim, goal or worry. I don’t care – basically. Earnings is cake on top of the cake!
People working with the Game Engine already find their own way when they hit some barrier (and there are many) to their workflow, so this is just one solution of many – it’s the direction I intend to take. Apparently assets created in Blender do belong to me to dispose of as I wish so I will. I will convert them to XML and use them from a python script, parts of which can then be optimised for speed to any extend required (via C/C++ or whatever else it takes). I’ve a long way to go before I can try it and see where the problems are, but that was the plan and is why I’m already learning python and will at some point start learning whatever variant of C I need to know in earnest (at the moment just messing about). It’s why there aren’t loads of GardenShed pics on the blog, just one or two. I’m mostly learning things, not creating things – plan to be doing that for ohhh, a year? two? who knows. I enjoy.
If anyone else is thinking about going this direction, here’s a good thing to read. Dredged from prior research and the reason I chose this direction, all beautifully explained in a sample chapter. I do not know if the book itself is up to date – mainly this just gave me direction – (the rest I can figure out myself):
I’d be interested to know what other people are planning, if any happen to stop by here. I’ll still be hoping things work out for the Game Engine too and if I spot a way to help, I will. Blender remains a remarkable and wonderful thing which has enriched my life and enabled me to do things I never would have thought possible a year or two ago.