UPBGE -- Blender 3.6 Powered Game Engine
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- čas přidán 22. 08. 2024
- The open source UPBGE project just released UPGBE 0.36, which brings UPBGE up to date with the Blender 3.6 release. This Blender fork keeps the game engine functionality, which was removed in Blender 2.8, alive. It also continues to add new features and functionality with each new release, such as OpenXR support, multiplayer addon and more.
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Flax Engine 1.6 is there, and it has .NET 7, and a few other stuff . . .
Yeah, its on the list, lots of releases this weekend, this one is going to be +1 day for coverage I believe.
is this actually some upgraded Blender engine? I mean that performance viewport is more smooth and fast than in casual Blender 4.1 for example?@@gamefromscratch
sadly Blender optimization against Unreal Optimalization is rly POOR, mabye UPGE is Better in performance?
This is incredible! I started using UPBGE about a month ago not knowing any programing and i'm now working on my own little Cyberpunk concept based on C2077! I hope more creators share UPBGE. Maybe I should just start uploading random sessions and things i'm doing in it. I'd love to help the spread of open source software
true inspiration!
Can someone help me with the "Compile" feature in Logic Nodes. It went way over my head Release notes say that compiling the nodes makes it faster. My question is how is this implemented. After pressing compile, a python script is created and can be viewed in the Text Editor. How is this script implemented on the object it was made for In my tests, I compiled the nodes while the objected i intented for was selected but when I run the game, the logic does not work According to some sources i read, you dont need to "Apply to Selected" when you have Compiled the code but in mine, its not working Any help would be appreciated
"You can just think of it as however the hell you want!" --Beautiuly said, lol! ..Great quick look, thank you!
I’m shocked upbge is actually still keeping up, I was sure it would just be stuck way back at 2.7 and only recorded a few updates before being abandoned. Very impressed!
I remember making my first game ever using BGE for an AP programming class so I'm so excited to jump in and see what's possible and how it goes.
Just checked - according to their manual the engine is under GPL. That means that MUST share you entire source code when you release your game and fully allow people to redistribute it, making commercialisation difficult to impossible. Many stores even completely reject GPL software for this reason. It also means you could never possibly ship to consoles, mobile etc. as those also reject GPL games. Meaning that unless you intend to make free and open-source games (which is an awesome thing to do, but does make it hard to pay bills or expand) this engine is probably useless to you if you intend to ship a game.
Very important note. Thank you for sharing this. Info should be verified and spread accordingly.
Not exactly. Possible way to do commercialisation is to sell content. Id Software proved that this model works, as many of their game sources are GPL licensed but content is not.
However, not all digital distribution channels are available for GPL game but it is always possible to distribute game from own site.
@@gruntaxeman3740 That is true, but not entirely. ID released the source to their games usually once the next one was released, therefore giving them quite a long window of proprietarity in which most sales happen.
Also, with UPBGE specifically the bundling is problematic as if you pack your assets with your game executable they fall under the GPL too.
GPL is an issue, however, there are several games made in Blender that are being sold on Steam.
Tomato Jones
Krum
The Shadows Lengthen
Three games that I'm aware of. So while the GPL does scare people away, there's a workaround so your games can be sold.
NOTE- I don't own these games, just referencing them.
You are wrong, the tool is under GPL, what you do with the tool is your property, you should first take a look at how GPL works and inform yourself.
GPL only affects you if you are modifying UPBGE or create an engine using UPBGE as a base.
Blender is under GPL and people's art is under their own license, not GPL...
It's been so long I used blender game engine I'd try it out for nostalgia. And frankly it's same as having blender installed so people might as well just use UPBGE if it's all the same.
They're still the same as they were as one program. UPBGE still has it's own set of tools just like Blender has it's own. So if you're not planning on using particle sims, or any of the other functions Blender has. Then yes. You could just use UPBGE.
It's great they're keeping with Blender releases. It would be awesome to see what this can do once Blender gets Nanite/Vulcan support. I also like their artist-friendly blueprint style programming approach. They know their intended audience.
Im not sure Blender will implement Nanite-like support, it's game technology like LODs, and LODs exist for a long time and blender does not seems to implement them neither.
Blender have a Nanite equivalent but reversed, in the form of Adaptive Subdivision.
This is super cool! I love blender as an artist and as programmer who has consider multiple times learning unity or unreal to make a game, only to be turned off by the endless extra complexity of trying learn a new huge environment/system, this is neat. Worth checking out for sure!
You should give unreal a try. Its not as difficult as you would think. Iv been learning/using unreal for about 2 years now. It has templates you can use to get started and there is TONS of tutorials, courses and info. From just getting started vidoes to super complex classes and couses. Of course it will get more complicated when trying to do things beyond basic but thats true with everything.
I'm glad, I'm not the only one that struggles with saying UPBGE in videos, been watching your video's for a while. love seeing interesting platforms for game development.
Can someone help me with the "Compile" feature in Logic Nodes. It went way over my head Release notes say that compiling the nodes makes it faster. My question is how is this implemented. After pressing compile, a python script is created and can be viewed in the Text Editor. How is this script implemented on the object it was made for In my tests, I compiled the nodes while the objected i intented for was selected but when I run the game, the logic does not work According to some sources i read, you dont need to "Apply to Selected" when you have Compiled the code but in mine, its not working Any help would be appreciated
you should definitely do a new video about armory 3-D. They update it to be compatible with the newest version of blender LTS! Armory is probably one of the most powerful plug-ins there is for blender now since it can export to web GL and other things
and console
This is really good news, especially for Artists & Game Designers.
That's fantastic news! I missed the engine so much since it was gone. This game functionality was my first experience on a game engine and logic! I still have the first game a done in it on my HDD to this day and I was sad that i couldn't open it ever again... WELL not any more!
Considering it is the only 3D visual game editor with Python support I know of, surprise me it is not getting more popular. Back in the old days when it was officially part of Blender I've seen some really awesome games made with it. It is such on overlooked game engine. Python is a really awesome programming language too. Godot is not using Python only look similar to Python, just in case someone would like to reply that.
Godot has an extension to support Python, though.
You can make technology-pushing games in Unreal with blueprints. Python just can't do it all.
@@chaosordeal294 I mean, blueprints is just c++
@@PauloHenrique-vh1if Regarding maintenance, it is one thing I love about Python. You can super easily create virtual environments that include only the libraries your application need and only the compatible version. The language with the indentation and snake_case commands indeed looks weird, but it is a common practice in all programming languages to use indentation for readability and trust me you can get used to read and write the snake_case commands. For the same reason I was trying to avoid Python for many years, but recently I was forced to use it and to be honest I learned to like it. Once you get used to it, I think it is a really good programming language with lots of libraries to build desktop, mobile and web applications. Of course when it comes to commercial game development, C#, C++ and JavaScript has better options. Regardless I think UPBGE and Python is an interesting option.
whats wrong with gdscript? its syntax is almost the same as Python, and its optimised for scripting a game engine
that was pretty fast..
damn.. gonna be a lot new tutorials coming
If they supported mobile exports, I'd be very tempted
I tried to use the blender game engine back in 2.7ish, it was a total nightmare to work with. Unity, unreal, or godot are simply 69 times better.
Same thing with their video editor. They should really just focus on modeling and animations and leave the other things to dedicated software.
Specialization always brings the best result.
@@godnyx117 The video editor isn't the greatest, but it has cutting and multiple layers, which is enough for small projects for some people. But overall is 3/10. As far as I know it is not in active development.
@@godnyx117 The video editor is a must have feature of Blender. Yes a specialization subscription video editor whatever. Dedicated software has good reasons to be around to push for the best results and powerful tools. Blender barely can handle a green/blue screen.
But the fact that Blender has a video editor good enough to render out animations and models created in Blender? Like. It is good enough to truly make a hole movie in Blender and push the video output into after effect and so called dedicated software if people so want to. If the video editor is not focused on and even removed? Then you have to export models into Unreal Engine or something to then export the video output into a dedicated video editor. No! That makes no sense.
Blender game engine was grate too. It sucked that they removed it. But that at least makes sense. It was not the focus of the program and it at best was good enough to walk around a 3d scene. Like display a car or whatever in a intractable way. Being able to create a walking simulator without having to leave Blender. But for a true game yea no.
To not focus on the video editor is madness! Kiss Cycles and EVEE goodbye! Only good for a still image. The video editor part of blender MAKES the program usable for so much. Even if it is a old lady in a church editing captured film on there phone. That is really awesome.
And really. Of all the video editors I myself have tried (paid and opensource ones) Blender was painful pre 2.8. But worked well enough for 1080p. Now? Blender is good enough to avoid needing Davinci Resolve around for basic video editing. Not that long ago (3years?) Blender improved the workflow enough to import 4k 60fps video and edit the video quite decently in 144p looking quality. (25% scale whatever) And for being something that is included in Blender? That is incredible. It was crucial to export video from 3D renders before that. But now? It is the modern Windows Movie Maker++. To go with Paint++. Gimp and whatever else exist. But Paint++ is good enough for most people. Notepad++. And Blender is much more then just WMM. It is so much more.
It is rough and nothing fancy. But good enough to be a decent tool. It is just as important as animation tools in Blender. No really! Being able to keep the 3D workflow and video shots/cameras in the same program? Lighting etc etc? That is what makes Blender the best tool for beginners to professional workflows. Movie grade work.
Really there is no video editor I rather install or deal with then Blender. It has not failed me ONES. Well. It was painful before the latest improvements to video proxy previews. And it is not the most performant video editor still in the world. But it makes lining up 3D animation and modeling so EASY for rendering and exporting video out of Blender. It can be relied on!
Blender is such a powerful tool-bag and is fantastic on Linux and other OS's. I do not even bother with Sony Vegas or anything else on Windows even. Only Davinci if I have to. And I rather avoid it as much as possible and jump on Windows for it.
It was not even 40 years since video editing was done with scissors still. Windows Movie Maker was and still is enough to make something with it. Blender is far better then WMM today. As long as you can bring out a png sequence from a software without too much trouble? Dedicated video editors sure are going to perform well taking it and turning it into as close to a flawless movie. But really unless truly "after effects" are needed in the workflow? Blender is more then capable for the majority of people. Green screens and truly after effect work? Yea Blender is not the tool best for that work. So? It would be a shame to not keep improving the video editor to be good enough to THEN send it to a dedicated program for after effects. Even if that is done in Danvinc or Apple whatever. Blender is awesome and a must have program. People can pick up Blender ONLY for the video editor part. And it is awesome. It is that well made to be usable without the 3d stuff getting in the way of people.
If a solid basic video editor constrains are enough to make you unable to create grate things? Then what exactly dose that say about the content of the video. Fancy BS is not everything. If scissors and tape is good enough of a workflow? Yea.
@@godnyx117 I have been confidently using blunders video editor for a while now and it's actually way better than people say it is. The latest version is just so insanely powerful, it's hard to compete or complain
If anyone is having errors installing UPBGE, make sure you have 7-Zip installed and extract the files with that. In the UPBGE folder, keep going through until you see blender.exe with the UPBGE logo. Click on that. It opens like normal.
Still my favorite prototype + game jam engine to today
Now i'm wondering what the difference between this and the Range Engine is... 😅
Both are based on the former blender game engine...
Range Engine is based on Blender 2.79b, UPBGE is based on the current development state of Blender
Range is supposed to be a rewrite piece by piece
@@izazed5161 Actually, RangeEngine is built on Blender 2.79.7.
I always wanted a blender game engine. Wish they put more effort into it so that it would be widely used like Unity and Unreal.
i hope not. Already Blender is a shitty program by itself, we don't need a shitty game engine too
I wonder performance will be in the finished game, if you consider that rendering in Blender on weak computers is quite slow. and python is a slow language
"what the productivity" - most likely, you mean "performance" ;-)
Well, even on a pretty substantially powerful laptop (MSI Raider GE76-11UE), it's quite slow - to the point I haven't bothered to try building anything further with it.
Very cool! I had no idea about UPBGE
The "what you see in the viewport is what you get in game" is very inticing, not gonna lie...
I’ve been learn UPBGE for 5 years
I have too much trouble with Blender IK legs and Unity
Drives me crazy !!
I always was under the assumption that UPBGE stood for UPgraded Blender Game Engine?
Did I just make that up? I'd swear I heard that somewhere before
I looked at commercial games made with it, but only found stuff from like 2016 and earlier. Maybe it's better now, but they all looked how you'd expect, like the tools are working against them.
Open source software has an issue with design, whether overall, UI, whatever. People can just submit a PR for code and backend stuff, but for getting a cohesive design, the open source world seems just not set up for it. There's no way to contribute that I know of, and nobody can complain because free, and there's nobody to even really complain to. Nobody is in charge of it, or if they are, they're probably a coder that does low level code, far removed from that aspect of things.
Blender isn't as bad as others in this regard, but not for lack of having the issue, it's still a pain to learn. It just gets away with more because of the sheer size and funding level of the project, where the issues aren't as glaring or obvious.
This is FANTASTIC news!!! 👏🏻
Hey Mike, will you cover Bevy 0.11? It dropped last night!
Yes, yes I will.
gamefromscratch.com/bevy-0-11-released/
Wow! Super Cool - thanks for this!
Bro yes! I might try this out at some point.
An update on this? I think logic nodes is very powerful and it uses blender nodes system.
Looks it's finally time to update my blender 2.79
UPBGE 0.3 have some issues that everybody need to know. they are using the EVEE as real time render and its not optimized to run games, a simple movement system make you loss almost 50% of performance. I put a simple logic for a flashlight using booleans and the framerare decreased from 60 to 20 for no reason.
So if you need to make a simple game using the new blender download Armory 3d that have their own render or Range Engine that was based on UpBGE 0.2.5
2:22 I had to pause and finish laughing
My favorite Engine
Mine too... hope the 3.x versions will become faster performance-wise
I Hope so AnkIMa
this have my attention
Can you make 2D games inside UPBGE using Grease Pencil?
For example: use Grease Pencil to create sprites/cutouts Etc..
Or is it a purely 3D engine?
Yes, you can use Grease Pencil (including animations)
what about armory?
No mobile support is huge drawback for this
Where the heck did Armory go? Seems like the developer chose to focus on a Substance Painter knockoff instead.
What's the name of that Substance painter alternative?
@@encapsulatio He got creative with the name. It's called "Armor Paint".
My upbge isn’t working when I download it. It does download it just doesn’t wanna save and everytime I save it deletes logic brick editor and deletes my coding it like goes right back to the old blender
Thx for vid!
This is interesting, but I don't know if it's enough to get me to try and dev a game in Blender. I use it for assets creation when I need it, but there are just too many tools in UE and Unity.
What platforms does UPBGE support for publishing?
Desktops only sadly, probably it's biggest limitation.
People really do like to make odd things sometimes ;-)
Odd//useless like this one.
@@ChrisAguilar Or this one.
Wooooo , cool
there is also logic nodes editor addon
No disrespect but will anybody even be using this?
And if not why are people working on this still unless its like a learning experience or a passion project?
Even then it sounds like a big undertaking.
Damn
It's a passion project, they've been at it for years, also someone must have given them a boatload of cash because they have some resources for the website.
@@bethrains3105 yeah makes sense to do it if it's funded
But even if it's funded will anybody be making games in this?
Cuz unreal and unity and godot exists.
You could also argue why anyone would start learning Blender today? It's looking like within the next couple of years Unity and Unreal will have their own (workable I mean - I know they can do simple things less effectively than the DCCs at the moment) modeling / animation abilities integral within the engines.
200MB... I remmeber when blender was 1.8mb
is there a print node in the logic trees editor? I cannot find it.
Is it better or worse then Godot 4.x?
Now that virtual production is a thing in Hollywood, imagine what you could do with a game engine that had the power of Cycles, plus all the other in editing tools of Blender.
Cycles is too slow for that man.
@@bigmanjoewilliams
It can also used to record movements while not rendering in realtime. No need to manually animate when movements can be taken from game simulation.
@@gruntaxeman3740 yes I know you can do that and that makes sense. I don’t think that is what op was thinking though because he said game engine.
they should combine forces with GODOT
So, is it the Unreal killer? Or more like the Unity killer?
It's noone killer, to be honest ;-)
It could only export to Desktop platform
@@igorthelight Many amateur developers won't need more than that.
Neither because its under the GPL license, something major to be aware of. You are required to redistribute your entire source code with it (and allow people to redistribute it again). This means that its hard to commercialise your game. So unless you intend to make a free and open-source game (which is awesome, but hard to pay the bills with or expand) this engine is unusable.
In game development, no. I think it has very own niche market where you can easily add interaction/logic in 3D-animation software and having same realtime renderer. No need to do any tuning anywhere in visuals.
Performance is a very low compared to gaming focused tools but I can see that it may be useful for some interactive media where focus is in graphic modelling.
One thing where this can be very useful is in animation work, where you can record gameplay and use that to capture movements for animation.
@@nolramyou are wrong, that's not how GPL works, GPL affects to the engine, not to the software created with UPBGE as a tool, you can license your games created with UPBGE how you want.
Blender is under GPL too and art created with it has the license their authors want.
UPBGE GPL license affects you if you are going to modify it or create a new engine using UPBGE as a base (that's the reason UPBGE is GPL, because it comes from the Blender engine which was GPL).
Is there any problem creating a game with upbge and publish it for free
It is still a thing? Any have any links to and tutorials?
I look forward to mobile support, at least.
Won't happen because the engine is under the GPL license, which is not allowed on the IOS App Store and (as far as I know) the Android play store. Same goes for consoles.
@@nolramyou are wrong, the GPL license only affects to the engine as a tool, so it affects you if you are going to modify UPBGE or create a new engine with UPBGE as a base.
Games you create with UPBGE or any other GPL licensed engine will be your property and you decide how you want to license them wether they're closed, open source or even free (as in freedom) software.
Blender is also under GPL and the art created is the property of their authors and under the license they want, not necessarily GPL.
Please stop missinforming.
@@ivyy8221 The GPL is a viral license. And the player executable is licensed under the GPL. Your art assets are only affected if they are bundled with your executable instead of being separate files.
But is it better than godot and can you export the code?
too bad the upbge site is down right now
What deploy options do we have? I'm about halfway into the video and I see keyboard requirements and desktop / laptop like deployment only.
No mobile, console or web support. Otherwise it exports to desktop.
@@fablewalls UPBGE also could not ship to mobile or console because its GPL, and you are required to redistribute your entire source code with it (and allow people to redistribute it again).
@@nolramyou are wrong, the GPL license only affects to the engine as a tool, not to the games you create with the engine, so it affects you if you are going to modify UPBGE or create a new engine with UPBGE as a base.
Games you create with UPBGE or any other GPL licensed engine will be your property and you decide how you want to license them wether they're closed, open source or even free (as in freedom) software.
Blender is also under GPL and the art created is the property of their authors and under the license they want, not necessarily GPL.
Please stop missinforming.
@@ivyy8221 Read the license...
does it work with Eevee?
Yes. And the experimental version already works with Eevee : Next !
=D
Godot is better
No, this opens the possibility of specific use cases that can only done in blender. Like fast prototyping to see how a specific game mechanics look like etc. Then you can apply it in your main game engine.
**where armory**
- monke_banan.gif -
There are Logic Node Editor Add On for it also you can enable and use different visual scripting in it! if in future they include Eevee Next in it if it turns about to be like Lumen! this can change UPBGE to one serious game engine IMO! Default Cube is making a very nice series of good tutorials about it!
Can someone help me with the "Compile" feature in Logic Nodes. It went way over my head Release notes say that compiling the nodes makes it faster. My question is how is this implemented. After pressing compile, a python script is created and can be viewed in the Text Editor. How is this script implemented on the object it was made for In my tests, I compiled the nodes while the objected i intented for was selected but when I run the game, the logic does not work According to some sources i read, you dont need to "Apply to Selected" when you have Compiled the code but in mine, its not working Any help would be appreciated