Hang on to your seats - here's some more important news: after the Blender Internal renderer, the BGE has now also been permanently removed. Apparently the team is working on a post-2.8 alternative, but it won't be the BGE as you know it anymore.
Pablo writes:
In the last episode of Blender Today Live we say good bye to the two main losses in the Blender world last week: Blender Internal and Blender Game Engine. Plus a look at the new Workbench engine, UI changes and other Blender 2.8 goodies!
In Spanish, Blender Hoy:
11 Comments
How about UPBGE and Armory?
@Ramukka
That's sound good. Maybe Armory or UPBGE union or join to EEVEE.
UPBGE is dead but there is talk of a new fork of it: https://github.com/bge-community/Ketsji-Game-Engine UPBGE certainly won't be merging with BF at any point due to the history there.
I mean it makes sense. They're adding Eevee, and it would be much easier to implement the engine off that instead of kicking BGE till it can keep up.
Looking forward to more development!
About time.
There are counltless game engines out there, way better than blender ge could ever be.
No need to carry a heavy stone in your pocket for no reason. They been carrying it for more than a decade now.. Time to drop it.
Blender is made for animation, modeling, Rendering and thats about it.
I actually used game engine for years and years untill I moved to unity(5 years ago) and experienced the full power of game developing.
I just hope the Video Sequencing Editor isn't next...
That's one of things o fear the most. I love VSE. If they just gave it multi core support..
Rendering video with only 30% of proccrssing Power used is not very efficient.
VSE is not going anywhere.
Does this mean that also the logic editor is gone? It could be used to create for example big battlefields and stuff where it's not reasonable to animate every agent individually.
The logic editor, or a comparable logic editor of similar or better functionality, would be worthwhile to port or add to Blender more generally. We can simulate physics, simulating AI is a logical feature as well, for big crowd scenes.
Something with fairly simple functionality, basic options for giving objects behaviour, spawning groups of them with ease, and having each object follow a based (perhaps node based) AI behaviour for movement, playing animations at certain times, etc. Doesn't need to be too extensive, anything more complicated than that would be probably better off being implemented by someone with coding knowledge and some custom plugins.
A little bit sad, but I can live with this. I just hope that EEVEE and Godot Engine would eventually go out on date,s get married, and start a family together. (Wink wink.)