2 game engine Tuhopuu blender for windows

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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Panther
Posts: 86
Joined: Tue Mar 04, 2003 7:55 pm

The future of the GameEngine...

Postby Panther » Tue Mar 25, 2003 11:28 am

Hi HOS - Great job :D

I'm a little confused about the future of Blender's GameEngine, and was wondering if you could help me out...

I'm planning on doing a BIG project using the GameEngine in Blender 2.25, but have just seen that your developing a new one.

I have tried your new one, but it seems that games created using Blender 2.25 don't work inside the new GameEngine.

The question is...

(i) Is yours going to be the new 'Official' GameEngine ???

(ii) Should I wait, before continuing development using the 2.25 GameEngine ???


Many thanks in advance for your time and effort !!!

Hos
Posts: 215
Joined: Wed Oct 16, 2002 12:06 am

Postby Hos » Tue Mar 25, 2003 4:35 pm

teachtech wrote:When i create an actor in either engine and press "P" for play, the objects disappear until I hit escape.


Dunno.

Manuel wrote:A question: the old web plugin must be recompiled too, right?


Yes, most likely ... I've tried to compile the windows version
but failed.

Panther wrote:I'm planning on doing a BIG project using the GameEngine in Blender 2.25, but have just seen that your developing a new one.


Nope, I'm not developing anything game related currently.

The Ketsji/ODE engine is the NaN one with the sumo physics
yanked out (due to licencing reasons) and the ODE physics
inserted. So far Norman Lin is the only one to contribute to
getting ODE physics to work... developers?

The Enji engine was written by Ton many years ago, but
was never released publicly.

Phase tied these 2 engines together and got them to work
with tuhopuu for windows. My involvement is limitted to getting
this stuff to work under Unix. It is our hope that having
this version of tuhopuu out with these interesting game
options will help attract developers to work on the game
engines (Ketski is the better developed one, but Enji is
written strictly in C and might be easier to understand
by a newbie game coder).

Panther wrote:I have tried your new one, but it seems that games created using Blender 2.25 don't work inside the new GameEngine.


They might work if there were more developers working on
getting the game physics working.

Panther wrote:(i) Is yours going to be the new 'Official' GameEngine ???


The Ketsji/ODE engine is destined to be official one. The
code is already in the official version, but is disabled by
default since (as you can see with the tuhopuu release)
it isn't ready for prime time.

Panther wrote:(ii) Should I wait, before continuing development using the 2.25 GameEngine ???


I don't know. It is hoped that games created with 2.25 would work
with future versions of blender, but if we can't attract developers to
code the game engine the best we can hope for is the incomplete and
incompatible state you see in tuhopuu today ... btw: can you code?

Chris

Panther
Posts: 86
Joined: Tue Mar 04, 2003 7:55 pm

Postby Panther » Tue Mar 25, 2003 8:44 pm

Hi Hos, thanks for your detailed reply.

Unfortunately, I'm not a 'True' programmer, although I do play-around from time-to-time ( I plan to look at Python sometime soon ).

As time moves on, I will hopefully become more comfortable / skilled with programming, so I can then attempt to aid Blender's developement.

Out of curiostity...

Which GameEngine is in Blender 2.25 - Ketsji or Enji ???

Many thanks in advance !!!

Manuel
Posts: 75
Joined: Wed Oct 16, 2002 12:48 am
Location: Italy
Contact:

Postby Manuel » Tue Mar 25, 2003 10:31 pm

Hos wrote:
Manuel wrote:A question: the old web plugin must be recompiled too, right?


Yes, most likely ... I've tried to compile the windows version
but failed.



Mhh...it's hard to fix?

Hos
Posts: 215
Joined: Wed Oct 16, 2002 12:06 am

Postby Hos » Wed Mar 26, 2003 1:57 am

Panther wrote:Which GameEngine is in Blender 2.25 - Ketsji or Enji ???


Ketsji with the physics provided by the sumo library
(which was not allowed to be open sourced, hence the
need to switch to ODE).

Manuel wrote:Mhh...it's hard to fix?


Dunno, good question -- I spent about an hour on
it then got sleepy. I may try again soon ...
(I have one compiled for linux that might work).

Regards,
Chris

Pooba
Posts: 6
Joined: Wed Dec 04, 2002 2:01 am

Postby Pooba » Wed Mar 26, 2003 4:05 am

Help! I have windows XP home and am trying to run it, but it just crashed about 2 seconds after i open blender publisher.exe. Anybody else have this problem? Any way i can fix it?

Pooba

Hos
Posts: 215
Joined: Wed Oct 16, 2002 12:06 am

Postby Hos » Wed Mar 26, 2003 5:20 am

I managed to get a netscape plugin to build,
don't know if it works though:

http://bebop.cns.ualberta.ca/~cwant/npB3DPlg.zip

Chris

Panther
Posts: 86
Joined: Tue Mar 04, 2003 7:55 pm

Postby Panther » Wed Mar 26, 2003 12:10 pm

Thanks for all your help and info Hos :)

The ODE physics integration is amazing, so a big 'Thank you' to Norman Lin and eveyone else involved :D

Out of curiosity...

Do you know if anyone is looking at the 'Draw Distance' issues inside the GameEngine ( for example, if you create a large landscape, you can't see all of it at once ) ???

As always, many thanks in advance !!!

kflich
Posts: 31
Joined: Wed Oct 16, 2002 11:53 am
Location: israel

Postby kflich » Wed Mar 26, 2003 12:36 pm

well, we got ODE working now and all is well, but why isn't there an EXE export for games ? are there lisence problems ? is it planned at all, or will we have to be satisfied with browser plugins ?

Panther
Posts: 86
Joined: Tue Mar 04, 2003 7:55 pm

Postby Panther » Wed Mar 26, 2003 1:58 pm

Sorry to keep doing this Hos, but hopefully this is my last question for a while ( honest ) ;)

After looking at the Tohpuu ( sorry for the spelling ) CVS tree, I noticed the following directories...

(i) 'Network'
(ii) 'Sound' - I think ???

Does this mean that you plan to add network support and better integration for FMOD into the GameEngine ???

If so, I've just christened you ( and your team ) as GOD !!!

Hos
Posts: 215
Joined: Wed Oct 16, 2002 12:06 am

Postby Hos » Wed Mar 26, 2003 3:38 pm

Panther wrote:Do you know if anyone is looking at the 'Draw Distance' issues inside the GameEngine ( for example, if you create a large landscape, you can't see all of it at once ) ???


Dunno. (Probably not though... this stuff needs developers)

kflich wrote:well, we got ODE working now and all is well, but why isn't there an EXE export for games ? are there lisence problems ? is it planned at all, or will we have to be satisfied with browser plugins ?


Dunno.

Panther wrote:Does this mean that you plan to add network support and better integration for FMOD into the GameEngine ???


Nope, we aren't planning any of this. The part of the code I'm most interested in is
the character animation tools so that's where I'll focus my energies (I've never
actually used the game engine before). And the fmod stuff should be torn out and
replaced with OpenAL. I'm glad that you are looking at the source tree -- we need
more people to do that so that this game stuff will get developed more!

Chris

Manuel
Posts: 75
Joined: Wed Oct 16, 2002 12:48 am
Location: Italy
Contact:

Postby Manuel » Wed Mar 26, 2003 11:52 pm

Hos wrote:
Manuel wrote:Mhh...it's hard to fix?


Dunno, good question -- I spent about an hour on
it then got sleepy. I may try again soon ...
(I have one compiled for linux that might work).

Regards,
Chris


:( I hope you solve the problem and make a webplugin for I.E. soon
However: many thanks...your ODE integration is a great feature!!!
THANKS AGAIN,

Manuel

phase
Posts: 110
Joined: Mon Oct 14, 2002 1:59 pm

Postby phase » Thu Mar 27, 2003 1:50 pm

Panther wrote:Do you know if anyone is looking at the 'Draw Distance' issues inside the GameEngine ( for example, if you create a large landscape, you can't see all of it at once ) ???


You can easily increase the visual distance in the camera menu.
To hide the far edges you can also add fog in the world menu.

Good luck,

Rob

joeri
Posts: 2243
Joined: Fri Jan 10, 2003 6:41 pm
Contact:

Postby joeri » Fri Mar 28, 2003 11:21 am

He Hos & Phase: Cool stuff!

I'm looking into making more visible what works and what does not work in what engine and what version of what engine. ( http://blender.excellentWhale.com/logicbricks/ )

Now if someone could make me a timemachine then I could spend some more time on this ;) Meanwhile any help is appriciated.

-Joeri

Panther
Posts: 86
Joined: Tue Mar 04, 2003 7:55 pm

Postby Panther » Fri Mar 28, 2003 1:39 pm

Hi Phase, thanks for the response ( I didn't know that option existed - Doh !!! ) :)

Any further news on the ODE front ???


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