User:Wikibge

BLENDER GAME ENGINE FEATURE REQUESTS / DONATING CODERS BY BLENDER COMMUNITY

 * what is BLENDER? see more info BLENDER 3D
 * The purpose of this page for list the BLENDER GAME ENGINE (BGE) features request and ideas from blender artists forum.
 * if you are a coder please choice a sections form above list like tools 1, materials, physics etc. and post your proposals in the feature request forum then blender community will decide how donate you.
 * we collecting feature request in the feature request forum and then we put here this wiki page
 * you can choice a small part too form this sections list to like 3d decals, bugfix, etc.
 * if you are a beginner coder you will helped by blender advanced coders.

FEATURES NEEDS
bug fixing
 * Fix the BIG bug in ZTransp when 2 objects with alpha lose the right "render sequence" depending on the angle of camera view...

common speedups:
 * fbo (frame buffer objects) useful speed up for video texture, brdf rendering, 2d filters, and 3d glsl shader
 * rasterizer improvement
 * logic brick improvement
 * more python functions

python functions
 * More access to mesh control like Delete and Create vertex, Edge, Faces
 * Integrate globals scripts without Logic Bricks link

water effect: 
 * improve shaders for water effect:
 * reflect,refract,caustic projecting texture, fresnel etc.
 * some water sader example in blender forum
 * advanced ocean shader demo
 * Advanced Water System implementing - waves plugin by ashsid

2d filters:(most 2d filters done with glsl via python but need use glsl 2d filter without slow python, something like turn on/off button, on gui and use c++)
 * 2d filters in blender artists forum
 * hdri
 * ssao
 * bloom
 * dof (depth of field) or focal blure
 * etc-etc

shadows improvements:
 * soft and alpha shadow patch bug-fixing and implementing blender forum
 * large terrain shadow for sun lamp
 * Light Space Projective Shadow Mapping
 * Parallel-Split Shadow Maps source example

tools 1:
 * 3d decals About how using 3d decals
 * implementing decimate modifier with preserve uv make easy for LOD by Daniel Genrich decimate modifier
 * dynamic 2d imposters
 * portals in c++ (is possible with python but slow) automatic portal generation

tools 2:
 * bitmap font creator build in
 * tangent normal-map baking with anti-aliasing (AA)
 * create uv unwrap on all active or selected objects and show/editing in on time the uv editor
 * baking light-map for instanced mesh (dupligroup or duplicated linked mesh)
 * work tangent normal-map with mirrored uv (or with mirror modifier?)
 * unique uv map for instanced object
 * terminal feedback inside blender window
 * Bring back the red and green uv editor lines

material:
 * support compressed dds textures to save huge memory (uncopressed is works)
 * TextureFace mode should work in GLSL
 * openGl anti-alising
 * glow glsl map
 * amb (ambient) at Map To panel works with glsl
 * Refl (reflect) at Map To panel with Cube Env map

glsl shaders without python and use material gui buttons and c++
 * spherical harmonic lighting
 * relief map/offset map/parallax map / iterative parallax map
 * IBL(image based lighting)
 * cube map
 * SSS sub surface scattering
 * real 3d cubemap and animatable
 * mirror
 * glass width refract

new logic bricks:
 * fps logic brick or mouse look
 * constrain to path support (actuator? or use the constraint)
 * text object box multi line actuator? (left, center, right, align)
 * timer sensor (like delay sensor): count back, reset, start, pause
 * getIpoCurrentFrame value with python
 * Add Property button - need List type

extras:
 * gui system
 * particle system
 * network system
 * ai system
 * LOD system to terrain
 * Logarithmic Z-buffer
 * lod system (work in progress)
 * sound system (work in progress)
 * occluder sytem (done)
 * imporve and bugfix 3d stereo modes (pageflip, syncdouble, anaglyph etc)
 * blender player webplugin for all browsers

physics:
 * python access to collision points

others:
 * up down button for all visual logic brick blocks without need closing
 * Implement a global and per-object event queue where both python and (internal) c++ functions can be registered as event handlers (trough a callback mechanism) that way the engine will be more dynamic, and libraries created in python will have a lot more power and will be easier to translate to c++ f they prove to be useful and/or need more speed.
 * pyartoolkit plugin by ashsid for all platforms-win-linux-mac