Search found 204 matches

by kakapo
Thu Dec 02, 2010 4:15 pm
Forum: News & Chat
Topic: Any Google Chrome / Chromium OS discussion?
Replies: 1
Views: 4773

it should be possible to port blender to google native client. could be quite a bit of effort though (allows opengl ES only,...) and i am not sure if it would be worth it.

but it still is a bit early anyway... there still is a lot of time to see how all of this google stuff will turn out. :)
by kakapo
Sat May 01, 2010 8:41 pm
Forum: News & Chat
Topic: A Start For Kids By Customized Restriction Of Functionality?
Replies: 4
Views: 4851

with blender 2.5x it's possible since there the gui is defined with customizable python scripts.
by kakapo
Mon Dec 29, 2008 6:54 pm
Forum: Python
Topic: Acces Import/Export via Python?
Replies: 3
Views: 2142

there are no import/export commands. you have to look into the import/export scripts you want to use and find out if and how their import/export functionality can be invoked from your python script. for example in case of the obj exporter i think you would simply have to import export_obj.py into yo...
by kakapo
Sun Jun 22, 2008 5:43 am
Forum: News & Chat
Topic: Our experience with Blender in a small gamedev studio.
Replies: 6
Views: 5224

http://apricot.blender.org/ have you checked out the recent apricot builds? if i understand your points correctly then some of those things seem to be improved now. you will be able to see the materials directly in the viewport. i also found the material system to be one of the more obscure parts of...
by kakapo
Sat Jun 07, 2008 3:31 pm
Forum: Blender Open Projects
Topic: Anyone wanna sell me Elephants Dream ;)
Replies: 9
Views: 8905

i am in austria. would you pay... let's say 25€ + shipping? :p
by kakapo
Thu Jun 05, 2008 9:30 pm
Forum: Blender Open Projects
Topic: Anyone wanna sell me Elephants Dream ;)
Replies: 9
Views: 8905

where do you live? maybe i would sell it if shipping isn't too expensive. :p
by kakapo
Sat Mar 29, 2008 6:49 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

what i have said is true. vertices at hard edges will always be separated in the vertex buffer. i don't know the internals of the UT 3 engine but i could imagine its model loader unfortunately merges the vertices again. :) some mesh optimizing algorithms do this (for example the ones of the d3dx lib...
by kakapo
Sat Mar 29, 2008 1:22 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

(smooth 'groups' need to be exportable rather than being used as an interpretive 'slice and dice' that splits the mesh up into subsections - vertex count matters in games [as you may know])... look at how a vertex buffer which gets used in opengl or directx looks like. the normal gets stored with a...
by kakapo
Tue Jan 29, 2008 9:32 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

another one:

- the possibility to repeat textures outside the 0..1 area in the uv-editor. this would be very helpful for mapping tiled textures.

<edit>
- custom object properties support for the fbx exporter
- instancing support for the fbx exporter
</edit>
by kakapo
Sat Jan 26, 2008 1:50 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

baking got mentioned a few times already in this thread but now that we have seen what brecht works on for the renderer... :)

- baking approximate ambient occlusion
- baking the single bounce indirect illumination which is based on the same method
by kakapo
Thu Jan 24, 2008 11:38 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

maybe 3dsmax always uses smooth interpolated normals for ray tracing (no matter how the smoothing groups look like) and later only takes hard edges into account for calculating tangent space. hm... i think you are right (if i imagine this correctly), probably it would make sense if blender also did ...
by kakapo
Wed Jan 23, 2008 10:31 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

Image

the rays get shot in the direction of the normals which get averaged across the surface.

so it's normal that with hard edges geometry can get missed in cases like yours.

i hope the image explains it.
by kakapo
Thu Dec 20, 2007 2:44 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

another idea: it would be cool if the viewports also supported realtime shadow mapping. i am not sure but i guess once there is shader support anyway this shouldn't be too hard to do? this could be helpful for quickly previewing shadows before baking them. (and none game related this would enable hi...
by kakapo
Mon Dec 17, 2007 2:56 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

i didn't want to sound disparaging. english isn't my first language, maybe i should have worded it differently? they don't get calculated in the shader but get calculated and stored in the mesh before the graphics card starts drawing it. all information you need for the calculation is there. directx...
by kakapo
Mon Dec 17, 2007 7:39 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 80137

As far as I'm aware, none of these methods is presently supported by Blender in the way of producing exportable mesh tangents, or baking tangents to textures or vertex colors. why would you want to export tangents from blender? every engine i worked with so far calculates tangents itself. ... since...