Search found 166 matches

by Saluk
Tue Oct 24, 2006 7:48 pm
Forum: Interactive 3d
Topic: Multiplayer game
Replies: 5
Views: 7519

Yeah it's doable, and it's really not that much harder than writing multiplayer for anything else (if you have to write it from scratch). But yeah, I've put a year into it so far and I am planning to go commercial (in a few more years), so no source. Bzoo looks pretty good to me for casual use. Also...
by Saluk
Thu Aug 31, 2006 11:05 pm
Forum: Interactive 3d
Topic: Frame dout?
Replies: 3
Views: 3585

Well I know what it means and that it only prints when the framerate is low. Unfortunately, printing debug messages at ALL is going to slow the framerate down even more - plus it pushes all of my own debug prints off the screen making it really difficult to debug my own scripts. This print is highly...
by Saluk
Wed Aug 16, 2006 12:26 am
Forum: Interactive 3d
Topic: Frame dout?
Replies: 3
Views: 3585

Frame dout?

I noticed this a while ago, but I figured it was some normal thing. Blender is constantly printing this out to the console, and I can't help but wonder if it is affecting the framerate. Whenever I print anything out from python the framerate goes down, so I would think this might happen here as well...
by Saluk
Sat May 06, 2006 12:14 am
Forum: Interactive 3d
Topic: Game developed in Blender (Screenshots)
Replies: 2
Views: 4952

Looks pretty good! These forums are more for discussing problems or features to do directly with the engine and not for artist work. So you might want to post this here instead:

http://blenderartists.org/forum/forumdisplay.php?f=12
by Saluk
Sat May 06, 2006 12:11 am
Forum: Interactive 3d
Topic: C++ API for Game Engine?
Replies: 9
Views: 7949

All I'm saying is that a c++ api on top of the python api would only be gaining familiarity for c coders - and as a c coder python really isn't a stretch to learn. If it was lower level, that would be cool, but I think that any new api's shouldn't be just bolted onto whatevers there. The engine shou...
by Saluk
Wed May 03, 2006 7:05 am
Forum: Interactive 3d
Topic: few things I miss in game engine
Replies: 1
Views: 3880

Hear hear! There are a lot of bugs in the tracker though. 81 open bugs? Issues with added objects are especially annoying. Text!!! The slowest part of blender! All my interfaces for rpgs etc are a major pain with the text being so ugly and hard to work with, and slow. It seems like since blender can...
by Saluk
Wed May 03, 2006 6:35 am
Forum: Interactive 3d
Topic: C++ API for Game Engine?
Replies: 9
Views: 7949

Immutable objects like floats, ints, tuples, etc I think are passed as a reference as well, but it doesn't matter because they are immutable :) You can treat them as values. It seems like it would be really stupid to make a c++ api based on the python api. Better would be to improve the engine codin...
by Saluk
Sat Jul 23, 2005 10:44 pm
Forum: Interactive 3d
Topic: From Blender Game Engine to Ogre,Girona,Crystalblend, Nebula
Replies: 20
Views: 8133

Yes, this version where the physics never stop seems to work really well, and it DOESN'T have the jittery problem most physics engines have if you don't kill the evaluation. I don't know how you did it! The box-on-sphere test slowed to a crawl In the PolyTope test, it seems that sometimes they rest ...
by Saluk
Sat Jul 23, 2005 10:39 pm
Forum: Interactive 3d
Topic: New fully integrated "game" engine
Replies: 53
Views: 50625

Looks nice, and it's coming along quite fast. Keep up the good work!

After so much time where nothing was happening, it's quite strange to see so much activity. Which game engine will we choose now that there are so many to choose from?
by Saluk
Fri Jul 15, 2005 7:47 pm
Forum: Interactive 3d
Topic: From Blender Game Engine to Ogre,Girona,Crystalblend, Nebula
Replies: 20
Views: 8133

Poor ketsji, it will be sad to see you go :( But it's nice to have the original guy back! Thanks for all you're hard work in the past and begining again.
by Saluk
Fri Jul 15, 2005 7:30 pm
Forum: News & Chat
Topic: Blender gameengine plans
Replies: 11
Views: 7065

Thank you you guys for putting life back into this project! I appreciate it immensely.
by Saluk
Sat Apr 23, 2005 7:59 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/04/23)
Replies: 19
Views: 8679

Thanks for the lighting back finally kester :)

It seems that when I parent anything to an armature it doesnt work correctly. If I do a normal standard parent, or a bone parent, it just dissapears. If I do an armature parent, it works correctly however.
by Saluk
Tue Apr 19, 2005 11:33 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/04/18)
Replies: 58
Views: 16313

Game engine problems: Not necesarily a problem but it didnt do this before: setPhysicsTicRate every frame kills physics Im not sure if this function is working as expected anymore This is a definite problem: sce = GameLogic.getCurrentScene() crashes the SECOND time you run the game. So if you press ...
by Saluk
Wed Mar 23, 2005 6:48 pm
Forum: Interface & Tools
Topic: Append preview
Replies: 2
Views: 2076

Append preview

As it is now, if you are appending a lot of objects, or if you just need that one object you made in that one blend 5 years ago, you have to open the files in blender first and see what the objects are called, and if they are badly named rename them. Then you go to your new file and go to append the...
by Saluk
Mon Mar 21, 2005 7:23 am
Forum: Testing Builds
Topic: Tuhopuu3 / Windows (2005/03/11)
Replies: 6
Views: 5180

Just for the record, I absolutely hate the default colors. Orange on off-white? Ewwwwwww.

But it seems to run a bit faster than the bf version.