updated links: new tuhopuu builds and demos

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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Appolonius
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Joined: Mon Oct 13, 2003 5:13 am

updated links: new tuhopuu builds and demos

Post by Appolonius » Sat Nov 08, 2003 10:11 pm

ftp://appolonius.mine.nu/

use this for all the newest builds and demos

all windows build
:D :D
Last edited by Appolonius on Thu Nov 13, 2003 10:56 am, edited 1 time in total.

Appolonius
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Joined: Mon Oct 13, 2003 5:13 am

Post by Appolonius » Sun Nov 09, 2003 1:33 am

oops, dont forget to turn on ODE and making the blender window smaller raises the frame rate making for better collition detection :)
Thanks

Please let me know what you think, im trying to come up with unique ways
to make my game.

After watching a movie of Half Life 2 i began working on a 100% interactive room where everything has physics and faked bumpmapping(looks real enough). Progress is going good.

The demos im showing will hopefully inspire the ppl working on the engine,
your efforts are being put to good use ;)



Many thanks to all the people working on the game engine.

Saluk
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Joined: Wed Oct 16, 2002 6:52 am

Post by Saluk » Sun Nov 09, 2003 10:19 am

Very nice app, hinges ROCK!

jd-multi
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Joined: Thu Mar 13, 2003 11:29 pm

Post by jd-multi » Sun Nov 09, 2003 4:22 pm

Ho to turn on ODE in blender 2.25?? :(

dreamsgate
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Joined: Thu Oct 17, 2002 10:47 pm

Post by dreamsgate » Sun Nov 09, 2003 5:59 pm

You can't do it in 2.25, you have to have one of the Topohu versions.
Then you select ODE in the World buttons.


cool chains App. :D

blendermax
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Post by blendermax » Mon Nov 10, 2003 8:14 am

so when's ODE functionality going to be ported to the "normal" blender?

Appolonius
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Post by Appolonius » Thu Nov 13, 2003 3:25 am

Blendermax: I'm not really sure. But support for game engine has gone up a few notches.
Animaters are begining to see that the game engine is very important or atleat would make it alot easier for them. Anyone who makes alot of animations would not have to animate falling objects and try to figure out how they would fall.
so support for the game engine is not just by those who make games, but also animaters. wooyay! :)

as for when, never know. hopefully soon though ;)

blendermax
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Post by blendermax » Thu Nov 13, 2003 7:05 am

Appolonius wrote:Blendermax: I'm not really sure. But support for game engine has gone up a few notches.
Animaters are begining to see that the game engine is very important or atleat would make it alot easier for them. Anyone who makes alot of animations would not have to animate falling objects and try to figure out how they would fall.
so support for the game engine is not just by those who make games, but also animaters. wooyay! :)

as for when, never know. hopefully soon though ;)
i dont think it should be that hard. just convert the motion calculated by ODE into an IPO curve.

Appolonius
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Post by Appolonius » Thu Nov 13, 2003 10:58 am

oh.... ok hmm
im not an animater so i didnt know hehe, thought is was good idea :)

links have been updated to a ftp site few other things there to :)

blendermax
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Post by blendermax » Thu Nov 13, 2003 7:17 pm

Appolonius wrote:oh.... ok hmm
im not an animater so i didnt know hehe, thought is was good idea :)
well, every x milliseconds/(1/y)frames you draw a dot at the the value ODE calculates (translated into blender units of course). One could then manipulate settings such as exactness (the sampling-rate) of the curve (wouldnt really be a curve yet, just a bunch of points very close together). This would not be effective, so something like drawing curves from functions rather than from points (the default OGL approach i believe) which should speed up the process and make stuff much more accurate. If a curve would be drawn from functions, points _could_ be set at intervals on the curve which would enable manipulation. It is absolutely crucial that placing the points - and possibly handles - does not affect the shape of the curve. Otherwise we're back at square one where we've got something close to animator-approximated motion.

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