Metadata and game logic abstraction are two major things that hinder game development. Often artist and coders have to keep in sync using naming conventions, which break easily. Tools like Maya and 3DSMAX are extensible, but they are bloated, and pipelines built on top of them end up being bloated as well.
Blender can be fully recompiled from source in less than five minutes, its code base is tiny, efficient, and easy to modify. With Blender you are not limited to plugins, you can easily fork Blender, and fully define how your pipeline is going to flow from begining to end.
Unblender allows for greater abstraction by changing the core data types in Blender, so that any object type can reference any other object by reference. This is done with real pointers, and not naming conventions. You are free to interconnect data in any abstract way, and not have to worry about losing those links when you rename an object.
In this example the material type has been modified to allow for links to scripts, other materials, link to a group, and link to an object. A material can also be in a group. Note, these extra options do not do anything extra inside of the BGE or Blender itself; they are there as optional metadata that your game engine can use later.
Unblender also streamlines the traditional Blender UI, by always showing you the options that are useful for modern game development, and hiding the options of the legacy BGE.
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awesome
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