Search found 6 matches
- Mon Aug 16, 2004 2:35 pm
- Forum: Interactive 3d
- Topic: Game Engine Issues
- Replies: 104
- Views: 150175
That's the code (in source/gameengine/KX_SCA_AddObjectActuator.cpp): PyObject* KX_SCA_AddObjectActuator::PySetObject(PyObject* self, PyObject* args, PyObject* kwds) { PyObject* gameobj; if (PyArg_ParseTuple(args, "O!", &KX_GameObject::Type, &gameobj)) { m_OriginalObject = (CValue*)gameobj; Py_Return...
- Mon Aug 16, 2004 6:29 am
- Forum: Interactive 3d
- Topic: Game Engine Issues
- Replies: 104
- Views: 150175
There is an issue with the edit object actuator in python. An add object actuator cannot change it's add object because [addObjectActuator].setObject needs as parameter an object from a non-active layer, but non-active layer objects are not accesible from the scope of gamePython, so I suggest, by co...
- Sun Apr 18, 2004 9:46 pm
- Forum: Testing Builds
- Topic: bf-blender Linux-glibc2.2.5-python2.3 (20040413)
- Replies: 20
- Views: 10586
[achernar@altair achernar]$ gdb ./blender GNU gdb Red Hat Linux (5.3post-0.20021129.18rh) Copyright 2003 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "sho...
- Thu Dec 11, 2003 10:20 pm
- Forum: Interactive 3d
- Topic: Mobile phone 3D plugin?
- Replies: 16
- Views: 8718
AFAIK the N-Gage doesn't have 3d acceleration at all, all it's done with the power of it's processor (that sounds coherent, think on about the power of a Pentium 1, with a screen smaller than the smallest 320x200 PC video mode - the P1 could run Quake 1 quite well witout hw accel), so we can create ...
- Thu Dec 04, 2003 5:20 pm
- Forum: Interactive 3d
- Topic: Game Engine Status Thread
- Replies: 96
- Views: 37120
- Tue Dec 02, 2003 7:24 pm
- Forum: Interactive 3d
- Topic: Game Engine Status Thread
- Replies: 96
- Views: 37120
What if instead of embedding the game engine into Blender, in order to keep it lightweight, convert Blender into a content/logic generator to another engines? Some kind of API to access all properties of all Blender objects, game objects, scripts and actions, to allow third parties to write plugins ...