Search found 166 matches

by Saluk
Thu Oct 24, 2002 9:08 pm
Forum: News & Chat
Topic: Blender as a video editor...
Replies: 10
Views: 6494

What I mean by virtual set, is where you have the actors in front of a blue screen, but you place control points around the set (green balls or something). THen you create your models etc for the background, but you put the same control points around the scene. It tracks the video and rotates the 3d...
by Saluk
Thu Oct 24, 2002 7:35 pm
Forum: News & Chat
Topic: Blender as a video editor...
Replies: 10
Views: 6494

Wow, chroma keying. That would be the coolest thing ever! I'd also like to see virtual set capabilities:) Dreams...
by Saluk
Thu Oct 24, 2002 4:58 am
Forum: Interactive 3d
Topic: dingie Ingie question time
Replies: 6
Views: 5196

Using nurbs/subsurfs in realtime would be nice, because the models would take up a lot less memory than converting a subsurfed object to an actual mesh. Whether there would be a speedup is hard to say... I must say I'm not really clamoring for this feature, because A)Blender is too slow at the momen...
by Saluk
Thu Oct 24, 2002 4:55 am
Forum: Interactive 3d
Topic: Bound-boxes, centre of mass, chains and ropes
Replies: 1
Views: 6031

No center of mass Nothing except sphere's Using python scripting you can fake more rectangular collision detection Your box shouldn't be "rolling away" as you mentioned. Check to make sure RIGID BODY is not selected. Rigid body is only for balls. Parenting works, but if you have a DYNAMIC actor as a...
by Saluk
Tue Oct 22, 2002 6:35 pm
Forum: Interactive 3d
Topic: Newbie with a few Q's
Replies: 12
Views: 9073

As far as an entity limit, it really depends on how MUCH script or logic you give to them. THe more logic, the more your going to slow down, scripts on the other hand are usually pretty fast. But there seems to be almost a set limit of about 300 entities maximum from my tests before it starts to slo...
by Saluk
Tue Oct 22, 2002 8:13 am
Forum: Interactive 3d
Topic: Speed Game Modelling contest has begun
Replies: 0
Views: 4526

Speed Game Modelling contest has begun

I'm only posting this here because elysiun is down. I am also posting at blendergames.com. I don't expect a huge turnout, but there will be at least 3 entries. Dont be shy about it, making games is hard stuff, and all the entries are probably going to suck. News about it can be found on: http://spin...
by Saluk
Tue Oct 22, 2002 12:01 am
Forum: Interactive 3d
Topic: Particles?
Replies: 13
Views: 8986

With some nice python, you can fake quite good particle systems. Unfortunately, due to blender's seeming object limit, even if you're just using planes as the particles (1 polygon each) the framerate takes a major hit if you have too many of them. Go to my old site: http://mysite.iptic.com/spinhead/...
by Saluk
Sat Oct 19, 2002 8:06 pm
Forum: Interactive 3d
Topic: Joystick Control
Replies: 7
Views: 8535

ODE, which looks like it will be the open source collision detection/physics library we will be using (if you have linux, check it out on the front page), has support for many different collision shapes. Having too complex shapes does make things slow, but making up your shape out of a few well-plac...
by Saluk
Sat Oct 19, 2002 8:02 pm
Forum: Interactive 3d
Topic: Hardware OpenGL Extensions
Replies: 7
Views: 8392

Blender already uses hardware opengl acceleration.

The GUI is based on opengl, and almost everything in the app uses openGL.

If you don't have opengl acceleration, blender run REALLY SLOW or not at all.

So this is already in.
by Saluk
Sat Oct 19, 2002 1:10 am
Forum: News & Chat
Topic: Light Field Mapping Technology
Replies: 5
Views: 7604

Wow, that looks pretty cool. Not sure how it works exactly, but from the short blurb on the site it seems like a fairly trivial thing (it maps out light levels over lower resolution versions of the world, and applies the map to the world via a texture channel), but I'm probably oversimplifying thing...
by Saluk
Wed Oct 16, 2002 11:51 pm
Forum: News & Chat
Topic: Blender for windows Compiled and running ! Details....
Replies: 49
Views: 41709

I think NLA was in the works, so it may not all be there or complete, but good luck seeing what you can do.

Great work so far.
by Saluk
Wed Oct 16, 2002 7:09 pm
Forum: News & Chat
Topic: WIN bin at elysiun, check the forum
Replies: 1
Views: 5906

Isn't it niko, who also posted here?
by Saluk
Wed Oct 16, 2002 7:07 pm
Forum: News & Chat
Topic: Blender for windows Compiled and running ! Details....
Replies: 49
Views: 41709

Gorgan_almi: the collision library was NOT GPL, so ton had to get rid of it. This I expect is what is causing the physics woes, and will not be an easy fix.

Although if anyone could do it, Niko could:)
by Saluk
Wed Oct 16, 2002 7:01 pm
Forum: News & Chat
Topic: Blender for windows Compiled and running ! Details....
Replies: 49
Views: 41709

Great work niko, I knew you could do it! I wouldn't expect physics to work without the solid collision library, but at least everything else seems to work. I put up a test render: http://spinhead.homeip.net/images/testrender.jpg Came out as expected. I also loaded a few of my games and they seemed t...
by Saluk
Wed Oct 16, 2002 7:00 am
Forum: News & Chat
Topic: compiling under windows
Replies: 13
Views: 10942

Blenkey.h was the proprietary code for the publisher key, and it is not included for a reason. I think you are supposed to set up a dummy blenkey.h and it shouldn't bug you about it...

Not that I know anything.