Search found 30 matches

by d0pamine
Mon Apr 11, 2005 3:35 pm
Forum: Coding Blender
Topic: Building Activex plugin
Replies: 3
Views: 2995

Thanks! Hopefully that will come in handy someday soon. Unfortuantely, I am getting a bunch of link errors getting even regular Blender built. Actually, I am using MSVC 7.0, not 7.1 Now I get this kind of thing in a few places: ------ Build started: Project: GP_ghost, Configuration: BlenderPlayer Re...
by d0pamine
Fri Apr 08, 2005 5:55 am
Forum: Coding Blender
Topic: Building Activex plugin
Replies: 3
Views: 2995

Building Activex plugin

Has anyone been successful building the ActiveX plugin for 2.36? If so, any tips for MSVC2003?

Thanks,
Tom
by d0pamine
Wed Jan 28, 2004 9:26 pm
Forum: News & Chat
Topic: MIT Dataglove
Replies: 4
Views: 2722

hello

Hi, I am the MIT Dataglove guy. Here is a link to my .blends and presentation, as well as the dlls for blender to talk to the glove: http://thegreenmile.mit.edu/blconf03/tdyar_blndconf03.zip The hardware is a P5 Glove and can be found at tigerdirect: http://www.tigerdirect.com/applications/searchtoo...
by d0pamine
Mon Jan 19, 2004 10:39 pm
Forum: Interactive 3d
Topic: stereo runtime
Replies: 28
Views: 7121

not yet

does not appear that his code has been added. You should tell him that the 2.25 code is being used, but the game engine is only being actively developed in the "tuhopuu" branch. He should email Kestor Maddock <Christopher.Maddock.1@uni.massey.ac.nz> since he is the only developer AFAIK working on ga...
by d0pamine
Fri Jan 16, 2004 1:11 pm
Forum: Testing Builds
Topic: Tuhopuu / Windows (2004/01/15)
Replies: 10
Views: 7747

is SOLID in it?

Hi,

I get no complaints when I set a World to Sumo, but then no physics occur. Is SOLID in it?

Thanks,
Tom

P.S. How are you building this?
by d0pamine
Sat Jan 03, 2004 12:18 pm
Forum: Python
Topic: OLE compliant script?
Replies: 1
Views: 1468

Maybe you can use win32 and COM python modules from activestate.com?
by d0pamine
Wed Dec 10, 2003 4:23 pm
Forum: Interactive 3d
Topic: Game Engine Status Thread
Replies: 96
Views: 29166

don't lose hope

Don't lose hope! Developers are working on it, as they got the new solid by buying the book!

http://projects.blender.org/viewcvs/vie ... bf-blender
by d0pamine
Mon Dec 08, 2003 5:21 pm
Forum: Interactive 3d
Topic: RealTime Fur/Hair demo, get it here
Replies: 3
Views: 2696

cool

Very cool!

I didn't know the slow parenting worked real-time!
by d0pamine
Sun Nov 23, 2003 10:20 pm
Forum: Interactive 3d
Topic: Game Engine Status Thread
Replies: 96
Views: 29166

we have a date!

From http://www.dtecta.com:

The SOLID 3.5 support page will be fully up and running by December 8, 2003.


Tom
by d0pamine
Thu Sep 18, 2003 9:40 pm
Forum: Interactive 3d
Topic: Solid news from siggraph
Replies: 10
Views: 4480

damn!!

Following link lists release as Nov. 26 now. Is that the European release date???


http://books.elsevier.com/uk/mk/uk/subi ... R3MJMMFBT9
by d0pamine
Fri Sep 12, 2003 7:37 pm
Forum: Interactive 3d
Topic: stereo runtime
Replies: 28
Views: 7121

I see! Well, that part of the source has nothing to do with Solid, so it could be GPL'd if your company and Raymond agree. It sounds like relatively minor changes, so perhaps it's not worth it right now. The game engine is working "OK" with the latest ODE work now in the tuhopuu2 branch, but the new...
by d0pamine
Sun Sep 07, 2003 12:07 am
Forum: Interactive 3d
Topic: stereo runtime
Replies: 28
Views: 7121

Hi, You also have to set the driver to "Enable quadbuffered stereo API". Clone mode does not "advertise" it does passive stereo from what I've read. http://www.ks.uiuc.edu/Research/vmd/mailing_list/vmd-l/1201.html http://www.dlese.org/MailingLists/archives/html/geowalltech/msg00730.html It may just ...
by d0pamine
Sun Sep 07, 2003 12:06 am
Forum: Interactive 3d
Topic: stereo runtime
Replies: 28
Views: 7121

Hi, You also have to set the driver to "Enable quadbuffered stereo API ". Clone mode does not "advertise" it does passive stereo from what I've read. http://www.ks.uiuc.edu/Research/vmd/mailing_list/vmd-l/1201.html http://www.dlese.org/MailingLists/archives/html/geowalltech/msg00730.html It may just...
by d0pamine
Thu Sep 04, 2003 4:04 pm
Forum: Python
Topic: game engine callbacks
Replies: 3
Views: 1748

Thanks Michel, I don't understand. Did the python API rewrite change some structures that the game engine relies on when converting scenes to its own format? Anyhow, I am going to start looking at this, to try to find out what the differences will be between embedded engine start and "game player" e...
by d0pamine
Wed Sep 03, 2003 4:22 pm
Forum: Python
Topic: game engine callbacks
Replies: 3
Views: 1748

game engine callbacks

Hi, I think it would be nice if python GUIs could "survive" after a game stopped running, and your python code could be aware of when a game started and stopped. This way scripted GUIs could interact with the game engine. 2 modifications should make this possible. Script GUIs could "survive" a game ...