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I am familiar with the concept of baking in cycles to use it in the bge. Can I somehow bake the whole scene without having to select one object each time?

If yes which is the fastest way so I won't have to waste a lot of time?

I don't care if the CPU will work overtime.

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  • $\begingroup$ At least part of textures can be baked with Texture Atlas addon into one image. $\endgroup$
    – Mr Zak
    Apr 20, 2016 at 12:51

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Depending on your intended volume either by doing it manually or making a script that handles the bake.

You will need to manage at least the following:

  • texture resolution for each baked mesh object
  • which objects to bake (you probably don't want to bake glass / transparent objects / illuminating surfaces / gfx like light halos etc
  • setting up lightmap bake UV layer (most likely you have the default UV used for getting the texture itself tiling correctly)
  • setting up an image texture node for every material in the object being baked and make a new image for it and make the node selected
  • saving the texture on disk with naming convention that allows you to read the images into a new, realtime baked materials that correspond to the mesh objects when you start BGE

If you plan on making more than 1 or 2 levels, to me it definitely calls for script assistance.

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