Search found 82 matches

by zingbat
Mon Jun 27, 2005 9:14 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

The Blender game logic is very limited the way it is, but it makes sense with the theory and it's a step into the right direction. It could be improved if we were able to create our own sensors and actuators from Blender scripts. For most complex cases it's more convinient to direct all sensors inpu...
by zingbat
Sat Jun 25, 2005 1:17 am
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

Leaves the game logic (the hardest part to making games I think) open for improvement. How come (if I may ask) that there is nobody (as far as I know at least) doing any game logic editors? Anyone interested in working with that would have to know a lot of Blender source to do it. The only way I kn...
by zingbat
Thu Jun 23, 2005 11:14 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

Yes, but by engine you mean graphics right? not logic. Or is it possible to make something like a plug-in graphics and a different plug-in logic? A plug-in is just a little programming interface that lets an engine communicate with Blender and Blender communicate back. By implementing the plugin in...
by zingbat
Thu Jun 23, 2005 4:46 am
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

I don't have time to do everything i would like to do. My sugestion is: make the Blender expose a plugable architecture with an engine plugin sdk and leave the rest to other people who are interested in integrating their engine of choice with Blender.
by zingbat
Mon Jun 20, 2005 8:49 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

What about the game logic? Putting a scene full of emptys with the name of what it should be does not sound like a tool to me. We can't replace a C++ compiler completely. Perhaps we could come up with a generic game API and use Python as the game scripting language. But that api would be calling fu...
by zingbat
Sun Jun 19, 2005 12:20 am
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

The scene exporter is complete in the sense, that everything that can be reasonable mapped to Ogre is exported. Can you please be more specific on what features you are missing? I'm not a native english speaker so sorry if i didn't explain myself well. For example, I'm missing a billboard export. B...
by zingbat
Sat Jun 18, 2005 8:18 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

Thats it. Ogre already has a scene exporter however is a very incomplete one and doesn't work with the mesh scene exporter. See here: http://www.ogre3d.org/wiki/index.php/Tools:_Blender What would be cool is a scrypt that does everything (exporting meshes, scenes and project files), without the fuss...
by zingbat
Fri Jun 17, 2005 10:51 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

Blender and ogre are seperate progects, It not a good idea to try and guue them Together. (Replace blenders current engine etc) I didn't say anything about replacing. It could be an optional engine game engine for example, if Blender was capable to suport multiple game engines. Somthing similar cou...
by zingbat
Fri Jun 17, 2005 12:29 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

Yes that's what Ogre does already. I can export a scene to xml with an Ogre exporter then load it in Ogre. However i have to be constantly switching between two applications and doing a very tedious edit->export->setup->run cycle. An integrated development solution would be a lot easier.
by zingbat
Thu Jun 16, 2005 4:47 pm
Forum: Interactive 3d
Topic: Using a Ogre as Blender game engine
Replies: 21
Views: 14337

Using a Ogre as Blender game engine

I have allways wandered why the Blender team didn't choose an high quality game engine api like Ogre and adapt it to their needs instead of building a game engine from scratch. What are the advantages ?
by zingbat
Sat Jun 11, 2005 2:37 am
Forum: Interface & Tools
Topic: Advance Modelling Tools
Replies: 7
Views: 3485

joeri wrote:I don't think blender will follow anything and will keep plotting it's own path.
amen
by zingbat
Fri Jun 10, 2005 8:46 pm
Forum: Interface & Tools
Topic: UV mapping and transformation tools
Replies: 0
Views: 1147

UV mapping and transformation tools

I have some limitations with with UV mapping while trying to use the transformation tools. This happens mostly because they are a less powerful version of the transformation tools available for modeling. For example when i try to invert (mirror) a set of uv faces with scaling tool this is usually no...
by zingbat
Sat Nov 20, 2004 11:15 pm
Forum: News & Chat
Topic: Blender Inspired Modelling Tool
Replies: 8
Views: 4572

The reason for this to be in Java is because Java is my language of choice to develop computer games and something that Java programmers lack is a good and simple game editor/moddeling tool with source code in Java for the same programmers to be able to modify and adpat it to their games.
by zingbat
Fri Nov 19, 2004 10:38 pm
Forum: News & Chat
Topic: Blender Inspired Modelling Tool
Replies: 8
Views: 4572

Blender Inspired Modelling Tool

Im planning to do a modelling tool and game editor similar in functionality to Hammer or Doom3 editor or similar game/mod editors. I was used to work with Blender to do my models and animations then export to the apropriate game engine format and tweak it there. But for the purpose of this app i hav...
by zingbat
Fri Sep 10, 2004 8:45 pm
Forum: Interactive 3d
Topic: Possible problems with Blender game engine
Replies: 2
Views: 1367

I press the NUMPAD 0 key to view through the camera and then start the game. It runs okay except for the message at start.

I think i have deleted the original camera and created a new one. Don't know if it maters.