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idea #117: Logic bricks -> Logic Nodes



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Written by _LsBlend the 8 Nov 08 at 21:54. Category: GameEngine. Status: New
Description
instead of logic bricks, rewrite them using the same style as the material nodes editor


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cesio wrote on the 11 Apr 08 at 02:56
planned for Blender 2.5

bmud wrote on the 11 Apr 08 at 06:44
Just recently I found Nodekit which is very similar to Quartz Composer. I think Nodekit is a perfect model for what Blender's game logic might want to be

Secondly, a node that can hold code would be ideal so that nodes become more like organizational tools rather than strange messes. Nodekit comes with one example application called "tagtool" and the node wires go in all directions. It's very hard to visualize to the point where I almost wish that the node tree could be viewed in 3D

dbobs wrote on the 13 Apr 08 at 14:40
They're already saying that blender's logic node system will be incredible. Things like fps settings or AI can be reused easily.

cognis wrote on the 18 Apr 08 at 17:14
Does it say if/how it will play a part in non-game work, like behavioural units as in BlenderPeople?

Aka wrote on the 1 Aug 08 at 16:44
@bmud - u mean something like ICE in Blender? xD

PavelSiska wrote on the 4 Aug 08 at 03:40
Imagine that you have one big node system which connect all node fields (material, texture, game, composition,..).
Changing material parameters in running game to simulate falling object in the water.... an the material specular would change directly in gameplay...
Or connect logic node editor with new modeling tools(?)Like some kind of poly reducer - LOD - far from a camera would be high reduced models with few poly's.. and if you connect it with texture node system, you could change also the quality of texture from a camera..
Or render settings nodes... you would create in your games something like graphics settings tab where you would set resolution, ot using of pixel shader....
wow, so many options come with Blender 2.5


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