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BGE Reflections Tech Demo

20

Here's another great Blender Game Engine demo by Blenderrendersky.

Hi everyone,

This is for everyone still thinking the BGE is garbage (no it´s not)

I started using GLSL node materials and came up with some good looking results. Hopefully I will be able to make a tutorial on this soon, so you can create cool graphics yourself in Realtime.

Tell me how you like it.

20 Comments

  1. Looking forward to your tutorial, what i also wonder how did you record this ?

    Since i know the game engine, as not rendering to disk.
    If the render engine can render fast an avi mpg or so to disk, with slightly less realism as cycles then i see still a lot of potential in it.

    • Blenderrendersky on

      I recorded it using fraps which should also keep the quality very good. And yeah, there is potential in using the bge for cool scenes :D

  2. The problem is not BGE be "garbage".
    The point is that there are better options to BGE (Godot, UE4, Unity, Source, etc...).
    Blender is an open-source project, and will not be able to be good at everything, when it is necessary improvements to performance, sculpt, viewport, cycles... so BGE is an unnecessary waste of money and time.

    • Blenderrendersky on

      You´re right. I´m actually learning unreal engine at the moment. And in comparison I can say, that BGE isn´t totally bad. For example; it´s way easier and qucker to set up a cool scene in BGE and some basic logic. Blender is quick and easy to use, but lacks professional quality and features.

      • Well, since UE4 went totally free for non-commercial use and only 5% revenue share for commercial, I see absolutely no future for BGE (or any incarnation of it). The main problems are:

        1. It's GPL, which means You won't be able to sell your work (well, technically You can, but almost noone will be interested in buying something he is obligued to share the source code) - UNSOLVABLE

        2. It's way less powerfull than UE4 (or even Unity). Which means everything You create with it will look like 5 years behind what You can achieve with the competitors (even this reel looks like a game model from around 2010 - sorry) - almost UNSOLVABLE (without HUGE amount of money and time)

        So from my perspective BGE is waste of money (for BF) and twice waste of time (both developers and users). I think it's time to wave the white flag and abandon this idea at all.

          • Software is a software, prioprietary or not. It's value depends on:

            1. WHAT can You do using it
            2. HOW convenient it is to do things with it
            3. HOW fast can You achieve Your goal using it

            If my goal is, for example, creation of 3D model, I don't give a sh** if it's proprietary or not. The only factor is how fast and with how much effort I can achieve my goal. I don't need to analyze the software (I'm not a programmer, so why should I care?), I want to USE it.

        • Before you some people thought like that concerning blender for rendering. Today everyone love cycles for its simplicity and its quality. So let's blender grow up to show to us its true potential in Game creation. Yes blender can do it

        • Is it GPL the real problem here?

          The problem is the lack of commitment
          from people like you. There's dozens of new ways to distribute your game. Look at Steam.

          Open source is not the same thing as Free Software.
          Use free software as a marketing tool. The fact that people can reverse engineering your game and reuse your assets is great!

          And game making is not the only market for the Game Engine BTW.

          Use it inside schools to help children to learn physics.

          Go to a Cultural Center with a cool project.

          Use your imagination.

          Stop blaming and

          WORK OUT YOUR FAT ASS!

          ###

          BTW: AWESOME DEMO Blenderrendersky!

          • Yes, it is lack of commitment. Because why should there be any? Why anyone should use BGE, while there are alternatives that are in almost any given point much better? Let's put UE4 as an example:

            Why shoud I use BGE, while UE4 is like 5 times more powerfull and feature-reach, being much better optimized and designed, generally speaking, than BGE?

            Creating a game? No problem, it's just better to do it on top notch engine, well established on the market and known by MANY professionals and hobbyists (if I need any backup on creating a game)? You say there are also BGE professionals and hobbyists? Yap, something like 1/100 of UE4 users.

            Using BGE as a presentation/mockup/whatever tool? Yes, I can, but UE4 will do the same much better, in more convenient way. Why should I use something when I have a better option?

            Oh, I forgot! When using UE4 I have total control over the license of my project. Want to make it proprietary? Fine. Open source? Here we go! Some weird mix between them? Also ok. BGE? Ekhem, yap, I have to stick to GPL, no other options.

            *I used UE4 as an example, but You can put there Unity as well if You want.

  3. Looks Awesome congratulations, you always create awesome stuff with BGE, I really like BGE, It's weird that here some people don't like game engines that use GPL license, cause in my university is the opposite, we really dislike Proprietary Closed Software, cause we want to know what is happening with no secrets, and we use BGE (for engineering) of course :)

    • The reason for not likind GPL game engines is really simple: It will be hard is hell to sell your work. Because:

      1. If You intend to sell it by yourself - You have to take into account the need to put a clear and visible information about the game being open source. The other problematic thing is the licensing of all the assets in the game: it's not that clear which of them must be also GPL. Next problem - some people just don't want others to use their work in their projects (and it's perfectly fine), while with GPL You are forced to let them do so.

      2. If You want to find a publisher and sell the rights to publish the game, believe me (I work in the gaming press), it is already hard as hell, without having to describe the nuances of "why it is open source?". So doing it on OS software is like drinking a bottle of water while drowning.

      • We should conceive games as content like movies and not as software. As a potential game creator my main problem with the BGE would not be the GPL. Ok, I would need to publish my python scripts and shaders if I created any custom ones. But I would not bother about this too much personally. Why redundantly reproducing all that shader code again and again just because it's proprietary? And if it's code only useful in my specific game people can use it as an example but will not be able to re-use it one-to-one.

        So what would be my main issue? Aside from the performance issues (workflow speed, available open-gl features etc.) my main concern as a game creator with Blender would be that all my artwork - to my view the main reason why a player buys, plays, loves a game - is made publicly available as well. Here's why: If you export your game/blend-file as a standalone-game (with the add-on that comes with Blender) on my Mac it packs everything into one app where my content is actually being saved as "game.blend". Everyone can take it from there and open it. The blenderplayer executable is the same as the one that comes with the Blender releases = no modification in the source code = as a game creator I can refer to Blender's source code directly = no issue with GPL AT ALL. Now I don't know about Windows and Linux how the "game.blend" file is packed in there. But as a game-selling game creator I would want to have it protected since a main part of my work goes in there. So in my view the main reason why Blender is not being used in commercial projects as a game engine is a) too many people crying about the GPL license and b) the effort you would need to put in to code you did not design from ground up and which lacks any protection features for your content.

        Let's hope that the strategy to position the BGE more as a WebGL authoring tool will bring new life into and new supporters for it. Shortsighted phrases like "BGE is dead" just don't appreciate the publicly available effort that is in it already and perhaps demotivate many people still enthusiastically working on it to make it better for us all. It's only dead if you think it's dead ;-)

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