The Blender Game Engine is Dead
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It's not shown in the video, but there is an option in the Poly Reduce node to keep Quads and it does a marvelous job keeping intact the original shape decreasing geometry in the areas whereis not needed. Unfortunately the Poly Reduce node only keeps quads if the input mesh is already quad based. In order to get quads from non quad geometries you need to try the Voxel node.

can 80.lv stop posting this kind of low-quality 'showcase' articles? If I wanna find showcase/reel, I can find them easily on Viemo, cgsociety. Everyone know houdini can be used to do destruction, simulation, etc. there is no need to show another destruction unless posting a helpful 'tutorial'. However, this is not.

Can it produce quads, too?

The Blender Game Engine is Dead
19 April, 2018
News

The Blender Game Engine has apparently been shut down. The latest post on the upcoming 2.8 source code states that the team has decided to purge BGE from Blender 2.8.

Here’s a take on the situation from Gamefromscratch:

The game engine, BGE, built into Blender was basically just killed off today. In this developer commit to the upcoming 2.8 source code, you can see that MASSIVE code changes were made, that basically purged Blender Game Engine from Blender 2.8.

And here’s the latest post from the Blender team:

Removing Blender Game Engine from Blender 2.8

Folders removed entirely:

  • //extern/recastnavigation
  • //intern/decklink
  • //intern/moto
  • //source/blender/editors/space_logic
  • //source/blenderplayer
  • //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:

  • Tile/clamp code in image editor draw code.
  • Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.

Blender 

You can learn more here.

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Jacob Merrill Recent comment authors
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UPBGE is very active – a fork of bge with enchanced phyiscs, rendering, and workflow additions.

enchanced mesh editing w/ BVH_Tree_From_KX_MeshProxy()

https://github.com/UPBGE