Search found 217 matches

by alien-xmp
Tue Nov 23, 2004 8:09 am
Forum: Coding Blender
Topic: Linking Errors
Replies: 8
Views: 3416

The MSVC project files haven't been updated... add source/gameengine/Physics/Sumo/Fuzzics/src/SM_MotionState.cpp to a suitable project.
by alien-xmp
Tue Nov 09, 2004 11:30 am
Forum: News & Chat
Topic: Since when is blender.org ...
Replies: 13
Views: 4615

I'm getting rejected mail back from servers that don't want my virusses. But my (up to date) virus scanner says I'm clean. That's because the virus is spoofing *your* email address as the from on someone else's computer. bf-blender-cvs@blender.org is a public mailing list - anyone can sign up, so i...
by alien-xmp
Tue Nov 09, 2004 11:12 am
Forum: Coding Blender
Topic: tuhopuu: all compiled but there's a problem with the linker
Replies: 2
Views: 2426

Go down to where it says:
LLIBS += -lXrandr

and change it to:
LLIBS += -lXrandr -lXrender

in source/nan_link.mk.
by alien-xmp
Tue Nov 09, 2004 11:10 am
Forum: Interactive 3d
Topic: Can't select key sensor
Replies: 3
Views: 1722

I think it's one of those GL frontbuffer drawing issues.

If you click the box, then hit the key, it should come up in the box.
by alien-xmp
Sat Nov 06, 2004 12:53 am
Forum: Interactive 3d
Topic: Physics example
Replies: 14
Views: 4401

You can make a convex hull as invisible+collision geometry. I don't know if it can be done automatically, it sounds very nontrivial. Yes, tuhopuu2 always selects sumo. (Unless it's been built with ODE, where it will always select ODE.) Currently, the SOLID engine doesn't use any hull testing (QHull)...
by alien-xmp
Fri Nov 05, 2004 1:15 pm
Forum: Interactive 3d
Topic: Physics example
Replies: 14
Views: 4401

Doing a test like that is a *really* stressful test for the physics engine. Firstly, some of those objects are not "set smooth." This means you have maximum amount of vertices, ie 3*num faces. Secondly, polyheder is for special effects, not for everything. It is very expensive checking triangles ove...
by alien-xmp
Fri Nov 05, 2004 11:56 am
Forum: Interactive 3d
Topic: Sound with OS X
Replies: 9
Views: 5434

I don't have access to an OSX machine, so you are better off prodding the code than waiting.

I tracked down the same thing for Linux (there was a bug in OpenAL.)
by alien-xmp
Sat Oct 23, 2004 7:43 am
Forum: Coding Blender
Topic: Where is the main game loop beeing executed?
Replies: 6
Views: 3954

The shadow mapping code is in RAS_OpenGLRasterizer & KX_KetsjiEngine::RenderShadowMap

It wouldn't be that hard to move the physics engine into the renderer - there is some really old code in there already. You would just have to create an SM_Scene and populate it with SM_Objects.
by alien-xmp
Tue Oct 19, 2004 12:48 pm
Forum: Interactive 3d
Topic: Game Engine Issues
Replies: 104
Views: 150497

An-toni: You are setting (from Python) the add object actuator to copy the last object added to the active layer! This means that gameobject.must_init is already 0 so the sensor never activates and the script doesn't get called. Also, init.py is called on both edges of the sensor pulse, so "why was ...
by alien-xmp
Mon Oct 18, 2004 12:21 pm
Forum: Coding Blender
Topic: Where is the main game loop beeing executed?
Replies: 6
Views: 3954

source/gameengine/Ketsji/ contains the main game engine code. It is started from start_game() in source/blender/src/space.c, which calls StartKetsjiShell in source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp (BlenderRoutines contains the hooks back to Blender for embedding inside blender.) Th...
by alien-xmp
Wed Oct 06, 2004 10:49 am
Forum: Coding Blender
Topic: Cygwin compile locks
Replies: 2
Views: 1950

Does that directory exist, and is writeable?

Try:
mkdir -p /home/GetSerious/blender/blender/obj/windows/extern/qhull/
by alien-xmp
Tue Oct 05, 2004 10:59 am
Forum: Interactive 3d
Topic: Changing Texture
Replies: 1
Views: 1358

You can change the UV coordinates, and you can use the texture name to look up the image handle in blender (ie not blenderplayer)

See: http://www.elysiun.com/forum/viewtopic.php?t=30667 and http://www.elysiun.com/forum/viewtopic.php?t=29744
by alien-xmp
Tue Oct 05, 2004 10:54 am
Forum: Interactive 3d
Topic: Blender Omni Directional Light+Shadow Demo!
Replies: 7
Views: 3131

I'm using Redhat (with some custom bits) simply because I got a copy on CD and I'm too lazy to download anything else over modem.

The shadow buffer does go below 512, the next notches are 256 and 128. You can definately see the difference.
by alien-xmp
Mon Oct 04, 2004 3:05 am
Forum: Interactive 3d
Topic: Blender Omni Directional Light+Shadow Demo!
Replies: 7
Views: 3131

The shadow map must fit on screen (it doesn't use pbuffers,) so the maximum shadow buffer size is 256 @640x480, 512 @1024x768, 1024 @1280x1024 etc.

23 fps (GeforceFX 5200 @640x480)
28 fps (Radeon 9800XT @1024x768)

Both under linux.
by alien-xmp
Sun Sep 26, 2004 1:08 am
Forum: Interactive 3d
Topic: Dependency of standalones on DRI
Replies: 3
Views: 1879

I don't have smpeg, fmod, mozilla, or nspr installed, so they are not critical, and you missed X11 and freetype. Freetype is good to link against, you will be able to use TrueType fonts in Text Objects. To debug, run: # gdb ./yourprogramname (gdb) run Segmentation fault (gdb) bt And provided enough ...