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    <title><![CDATA[Blenderstorm]]></title>
    <link>http://www.blenderstorm.org/qapoll/ideas</link>
    <description><![CDATA[Post your ideas and vote for the entries you like.]]></description>
    <language>en-us</language>
    <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Fri, 21-Nov-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[45] Logic bricks -> Logic Nodes]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/117/</link>
      <description><![CDATA[instead of logic bricks, rewrite them using the same style as the material nodes editor<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/117/</guid>
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    <item>
      <title><![CDATA[[32] Real time Shadows in GameEngine]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/118/</link>
      <description><![CDATA[It could be great if the Game Engine generated real time shadows, like almost all the Game Engines do.<br />OpenGL brings the posibility to create real time shadows, you can see what I mean in this link.<br /> http://www.opengl.org/resources/code/samples/mjktips/rts/index.html <br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/118/</guid>
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    <item>
      <title><![CDATA[[22] Actuator for manipulate the texture of a object]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/84/</link>
      <description><![CDATA[Users of blender might have wondered how to change or animate the texture of an object.<br /><br />Maybe should exist an actuator for this, with option to animate the texture on X, Y or Z coordinates and other to change it (using another image file).<br /><br />Maybe they could have the option of using an image as BumpMap and not having to use a script.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/84/</guid>
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    <item>
      <title><![CDATA[[10] IK in GE]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/455/</link>
      <description><![CDATA[Inverse Kinetics (IK) in Blender Game Engine. I thought this might be implemented in 2.46, but it wasn't, to my knowledge. I'm not sure how much coding this would take, but it sure would help me imporve my animations.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/455/</guid>
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    <item>
      <title><![CDATA[[9] Console for the game engine]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/458/</link>
      <description><![CDATA[You press a button (like tilde ~) and it comes a console.<br /><br />You can type commands like;<br />* fps<br />* noclip<br />* fly<br />* suicide<br />* quit<br />* exit<br />* brightness [value]<br />* contrast [value]<br />* gamma [value]<br />* fov [value]<br />* version<br />* status<br />* pause<br />* clear<br />* echo [value]<br />* restart<br />* screenshot<br />* set sv_gravity 35<br />etc<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/458/</guid>
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    <item>
      <title><![CDATA[[7] Path animation]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/409/</link>
      <description><![CDATA[It would be really helpful if path animation would also work in the game engine. eg. you animate the object along a path and get this to show up in the game engine by using an IPO actuator.<br /><br /><br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/409/</guid>
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    <item>
      <title><![CDATA[[6] Modifier: Triangle]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/354/</link>
      <description><![CDATA[Much like the ctrl-T in edit mode, but made into a modifier so you can get rid of all the triangles and make easier edits to the mesh, this has Game Development in mind.<br /><br />The appearance in the 3d window would be like a simplified subsurf, you would be able to see all the extra triangle lines but in a different color.<br /><br />If you wanted one of the modifier generated triangles to be real and editable, all you would need to do is select the 2 vertices and press F just like normal.<br /><br />Bonus feature could be: maybe you don't have to apply to make it work in the game engine?<br /><br /><br />Discuss!<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/354/</guid>
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    <item>
      <title><![CDATA[[5] selective Physics Visualisation button]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/201/</link>
      <description><![CDATA[I propose a button that is ON by default under or near the buttons for actor,ghost,rigid body etc, but it can be turned OFF -->so that the view doesn't become so cluttered when you have Physics Visualisation turned on in the game menu.<br /><br />Then you can see how the physics are being calculated on the selected objects only. It gets impossible to see after you have more than 5 objects on top of each other.<br /><br />Not sure how hard it would be to implement.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/201/</guid>
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    <item>
      <title><![CDATA[[4] Copy and Paste Logic Bricks W/out Loss of Bricks]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/467/</link>
      <description><![CDATA[I UNDERSTAND THERE IS A CTRL + C, BUT IT DOESN'T HELP MUCH!!!<br /><br />It would help me bunches if there was, like proposed in the other idea about this, a shift + d highlight kind of thing, allowing easy placement and changing of logic bricks, without loss of logic bricks.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/467/</guid>
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    <item>
      <title><![CDATA[[4] OpenGL Vector Engine for in-game UI]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/596/</link>
      <description><![CDATA[Implement Vector Graphic engine into BGE for creating user interfaces in games. It could be connected with game logic editor...<br />You would have tools for creating vector shapes, or simply import them from a various vector painting softwares....<br />Fonts, Shapes, alpha, gradients, etc..... <br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/596/</guid>
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    <item>
      <title><![CDATA[[4] Dynamic Object Loading]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/703/</link>
      <description><![CDATA[Currently, if you want any object you have designed to be in a game, it has to be loaded into the actual game-file. That means that a lot of object will result in a very big file and (if I understand the Game Engine correctly) a lot of memory needed to hold the data while the game runs. Logically, this puts serious limits on the size of a game.<br /><br />Why not have a function that loads an object from a file _while the game is running?_ Maybe my character gets close to a place where I want a troll to stand. Instead of having to pack the troll into the original game file, I just have an Empty there, and when the character gets close, the Empty loads the troll from an external .blend file! The alternative is to either pack every object into the game (bad for big games) or to have the Empty load a whole new game that the troll is part of (a big mess).<br /><br />If the game could load objects etc. from external files while running, games would not only be able to be much larger (infinite, basically), you cuold also alter or upgrade a game by dropping new versions of these external files into it, instead of having to makle a whole new game!<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/703/</guid>
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    <item>
      <title><![CDATA[[3] Logic bricks copy/paste]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/567/</link>
      <description><![CDATA[Ctrl+c copy logic bricks from one object to another.<br />what if you want to copy logic bricks from inside of an object?<br /><br />example:<br />you have a property sensor that fires only when the "property" is equal to 2.<br />you want a property sensor that fires only when the "property" is equal to 3.<br /><br />with current means you would have to click on the "Add" button in the Sensors column. Select property from the drop-down menu and select "property". then you would have to select "equal" form a drop-down menu. then after that entering the name of the property and the number you would be finished<br /><br />Or--->with coping and pasting logic bricks you could copy the first sensor; rename it, and change the number it would be equal to.<br /><br />which is easier? -well learning python would be easier....<br />besides that it would prove to be a great time saver,when creating similar logic bricks. <br /><br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/567/</guid>
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    <item>
      <title><![CDATA[[3] Hardware Simulator]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/589/</link>
      <description><![CDATA[Imagine. Have a tool in blender to decrease your hardware specifications to simulate playing games on the low- and middle-end computers. So you would try out how smoothly players with slower computers will run your game. <br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/589/</guid>
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    <item>
      <title><![CDATA[[2] Compound Armature Physics]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/617/</link>
      <description><![CDATA[Allow Armatures to act like a compound object in the GameEngine or like a number of objects connected with rigid-body constraints, as opposed to just being a single object.<br /><br />This would enable lots of cool things including ragdolls and armatures that can actually "walk" based off of their animations.<br /><br />Right now the best workarounds involve a)separating all the bones and using rigid-body constraints to connect them or b)creating a ragdoll out of rigid body objects and then constraining the armature to copy the location of the ragdoll objects.  Both of these are extremely tedious (although they could potentially be done with a python script), and the latter doesn't actually work in the game-engine (although you can use it to create animations).<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/617/</guid>
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    <item>
      <title><![CDATA[[2] Texture filtering for game engine other than plane old linear mipmapping ;-)]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/630/</link>
      <description><![CDATA[-there are lot's of much newer and better looking texture filters, which have been around for ages.. eg. Tri-linear, bi-linear and anistropic. It would be great if we could use them in the game engine to improve the look of textures. ;-)<br /><br />Yes yes, I know linear mip mapping is fast on slow ancient computers, but ani-stropic filtering where you can set the amount of samples would make graphics look a lot better. It could even be applied to the blender viewports!<br /><br />Anyway.. just putting the idea out there.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/630/</guid>
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    <item>
      <title><![CDATA[[2] web player]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/664/</link>
      <description><![CDATA[At this moment the internet is the best way to show our works that include a game by web player.<br />I know that blender some versions before had it!, so what hapend?<br />there are a lots examples, here some of them:<br />awakening (www.awingsoft.com)<br />Unity3D (www.unity3d.com)<br />Quest3D (www.quest3d.com)<br />Virtools (www.virtools.com)<br /><br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/664/</guid>
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    <item>
      <title><![CDATA[[1] copy and paste (duplicate) sensors and actuators]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/394/</link>
      <description><![CDATA[Game project Apricot will probably upgrade the sensor and actuator creating process but sometimes i want to copy and paste sensors, controllers, and actuators to another object. Or I want to make new sensors, controllers, and actuators based on other sensors, controllers, and actuators. By changing some of the data in the sensors, controllers, and actuators.<br /> <br />I haven't found any way to duplicate the sensors, controllers, and actuators. so hopefully I'm not missing out on that functionality.<br /><br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/394/</guid>
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    <item>
      <title><![CDATA[[1] add Game objects]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/663/</link>
      <description><![CDATA[was really useful if we could add a cameras walkthrough (player and statics like security cameras), water plane, forest, sky (dome or cube), etc by blender menu, without need to append them.. so like another Game Engine.<br /><br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/663/</guid>
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    <item>
      <title><![CDATA[[1] remove servo motion options when not using physics engine]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/655/</link>
      <description><![CDATA[Pretty self explanatory title.  You can't use servo motion unless dynamic physics are enabled, yet the options still show up.  Kind of confusing, at first.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/655/</guid>
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    <item>
      <title><![CDATA[[1] Texture bluring]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/696/</link>
      <description><![CDATA[A very useful thing would be the Ability to limit and DESABLE the blur on the farer textures. Because of the various sizes of objects, I'd recomend a Slider to adjust the distance from where the texture bluring begins. A good try would be by using a percentage slider, for example:<br />Camera clipping end = 200<br />And let's say the  bluring of textures starts at about 100 blender units from the camera(this is the default start of bluring implemented in the game engine). And now, by using the slider, in this case, the bluring is 50% of the camera clipping end away from the Active camera, and I want to Remove the bluring by adjusting the distance from where the bluring starts to 100% of the camera clipping end, so the bluring will start at the end=no blur. For now, this feature could be used on all objects in view, with no object exceptions. This would make the BGE TO REALY ROCK!!! Thank you for your understanding.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/696/</guid>
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