Posted: Sat Mar 22, 2003 4:46 pm
Joined: 15 Oct 2002
Posts: 215
http://bebop.cns.ualberta.ca/~cwant/game-tuhopuu-2003-mar-23.zip
(edit: this is the fixed version alluded to below)
This version has 2 game engines:
1) The Ketsji game engine written by NaN with ODE physics support
by Norman Lin.
2) The Enji game engine written by Ton when he worked at Neo Geo.
Big kudo's to Phase for putting the pieces together and uploading
support for this stuff into tuhopuu!
Here are some nice demos, written by various people:
http://www.tncci.com/odeblends.zip
http://www.tncci.com/enjiblends.zip
http://www.nonakassenaar.nl/blender/gamexa/
http://www.tncci.com/tracks26.zip
Chris
Last edited by Hos on Sun Mar 23, 2003 7:23 pm; edited 1 time in total
Posted: Sat Mar 22, 2003 5:24 pm
Joined: 17 Oct 2002
Posts: 126
yay! new toys for me! I will play with them later this afternoon!
Posted: Sat Mar 22, 2003 5:40 pm
Joined: 10 Jan 2003
Posts: 2242
Very nice!
Just tried some files out, very very cool!
Most of my Enji files work at a cool "swap:2". Change the rot speed and "done and done".
Any plans on how to keep track of what blender plays what files?
And am I correct to see I can only play old files, not make new ones?
Posted: Sat Mar 22, 2003 6:44 pm
Joined: 28 Jan 2004
Posts: 111
What is the date on the CVS tree you used?
Posted: Sat Mar 22, 2003 7:15 pm
Joined: 15 Oct 2002
Posts: 215
| joeri wrote: |
Any plans on how to keep track of what blender plays what files? |
Henceforth, any Tuhopuu binary for windows compiled from cvs will have
support for these engines ... and it is the hope that the support and
features will improve over time (any programmer that can prove they
can extend the functionality of these engines is welcome to submit patches,
and would undoubtedly eventually gain commit access).
| joeri wrote: |
And am I correct to see I can only play old files, not make new ones? |
This is something you'll have to tell us as you have more intimate knowledge
of these engines -- knowledgeable people like yourself will be a great asset in
determining what works and what doesn't. Phase got this stuff to
compile in tuhopuu for windows, I have extended his work to the unix
Makefiles, but despite this the game engine know-how in the tuhopuu team is
quite limited. (again, game developers please step forward!)
| Pablosbrain wrote: |
| What is the date on the CVS tree you used? |
March 20th (Sorry, I should have included the date).
Regards,
Chris
Posted: Sun Mar 23, 2003 9:25 am
Joined: 16 Oct 2002
Posts: 166
SWEET!
Thanks guys. I'll get to trying it out and seeing what works and doesn't then. great work getting it out. I'd work on it if I could get it to compile, but Im still having troubles with that:)
Posted: Sun Mar 23, 2003 9:58 am
Joined: 16 Oct 2002
Posts: 166
Joeri: When you make a new file, the default is NO game. Add a world, then from the world panel you can choose between enji and ODE! (This took a bit for me to figure out:) )
Posted: Sun Mar 23, 2003 5:12 pm
Joined: 18 Oct 2002
Posts: 15
Posted: Sun Mar 23, 2003 5:43 pm
Joined: 14 Oct 2002
Posts: 179
| Saluk wrote: |
| Joeri: When you make a new file, the default is NO game. Add a world, then from the world panel you can choose between enji and ODE! (This took a bit for me to figure out:) ) |
There is still a problem with ODE. You cannot set an actor as the buttons are not there! Even in the example files! So it is still not possible to create anything new using ODE. Enji seems to be fine. (Got a swap:2 also. Don't know what it means but it was incredibly fast!
)
Posted: Sun Mar 23, 2003 7:21 pm
Joined: 15 Oct 2002
Posts: 215
| ilac wrote: |
| Saluk wrote: | | Joeri: When you make a new file, the default is NO game. Add a world, then from the world panel you can choose between enji and ODE! (This took a bit for me to figure out:) ) |
There is still a problem with ODE. You cannot set an actor as the buttons are not there! Even in the example files! So it is still not possible to create anything new using ODE. Enji seems to be fine. (Got a swap:2 also. Don't know what it means but it was incredibly fast! ) |
A ha! Found the bug and here is the new version:
http://bebop.cns.ualberta.ca/~cwant/game-tuhopuu-2003-mar-23.zip
Thanks for the feedback!
Chris
Posted: Sun Mar 23, 2003 8:58 pm
Joined: 16 Oct 2002
Posts: 166
When I load most of my old files and try to convert them to work with ODE, I get this internal error:
"Bad argument(s) (c:\documents and settings\marten.DEMOTOSHIBA\My Documents\dev\blender\source\ode\ode\src\geom.cpp:1720)"
I will keep testing around and see if I can narrow down what's causing it. I haven't successfully been able to load a non-ode blend and have it work with ode, so maybe there is a problem with the load.
Posted: Mon Mar 24, 2003 12:37 am
Joined: 04 Dec 2002
Posts: 6
I can't get the blender in that zip to work, it starts loading up like it's going, but then when it would normally pop up with the blender screen it just stops and exits out. How can i fix it?
Nice job though! I can't wait to have a new physics engine and a new blender!!!
Pooba
Posted: Mon Mar 24, 2003 6:36 am
Joined: 16 Oct 2002
Posts: 166
Good work on the other good features as well all you tupohuu devs!
Posted: Mon Mar 24, 2003 1:21 pm
Joined: 15 Oct 2002
Posts: 188
Nice to see the progress of the engine! Thank you for your hard work! I have one question, what am I doing wrong? When i create an actor in either engine and press "P" for play, the objects disappear until I hit escape.
Posted: Mon Mar 24, 2003 10:16 pm
Joined: 15 Oct 2002
Posts: 75