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Posted: Mon Jul 11, 2005 5:18 am
by Fred_Pyo
Hey! that's some great work you're doing bandoler!

Needless to say that most of us are anxious to play with the features you are coding... one question though... how does the engine behave? speed-wise I mean....

great work, keep it up!

yet another shot

Posted: Tue Jul 12, 2005 12:48 am
by Bandoler

It is too early to release anything. The pipeline editor is not 100% stable, and the pipelines cannot do much more than what ie been showing here. However, ie restructured my code, to not replace the current game engine, it might make things easier to release patches.

About efficiency, i was expectig the question... It is true that this is not the fastes approach in the world, but the aims are flexibility and modularity. However, i haven been able to stress-test the pipelines, because i use very simple cases. Most of the time will always go inside the modules, where long operations have to be done...

Finally, one more shot. This time it shows the initial steps to make planar reflections...



Posted: Wed Jul 13, 2005 3:57 am
by Fred_Pyo
Hehehe, thanks for the reply. Anyway, your project here looks promising nonetheless, how many of us wanted to add a "blur module" to our games in the game engine before? (most) or a "underwater disort module"? Or even, "switch to infrared module" :D

Nice pic you got there btw.

Posted: Wed Jul 13, 2005 11:47 am
by jm
I'm really iterestred in. go ahead.
nice stuff.


weekly update

Posted: Mon Jul 18, 2005 8:34 pm
by Bandoler

This is the weekly update. This time ie done basic shadow mapping for spotlights.


The next thing to address is to add some animation by trying to integrate the physics abstraction in Blender, and as soon as Bullet works on Linux, use it.


Posted: Tue Jul 19, 2005 6:43 am
by pildanovak
nice news. the bullet library rocks


Posted: Fri Jul 22, 2005 1:42 am
by Bandoler

far from perfect, only first moving things, but i happy because it has been quite easy. It is all quite abstracted already in blender.... Bullet time!




There are obvious problems with the stability of my integration and with the shadowmapping...
Thanks erwin for this great library!


Posted: Sat Jul 23, 2005 10:39 pm
by Saluk
Looks nice, and it's coming along quite fast. Keep up the good work!

After so much time where nothing was happening, it's quite strange to see so much activity. Which game engine will we choose now that there are so many to choose from?

Posted: Mon Jul 25, 2005 3:45 pm
by erwin
>Which game engine will we choose now that there are so many to choose from?

Just take the best. Some 'competition' might be good in the end ;-)
Hopefully the best bits of efforts will merge in the end.

Take the others

Posted: Mon Jul 25, 2005 7:00 pm
by Bandoler
To be honest, the other's have more chances to succeed than mine.

Well, if I really thought this i wouldn't be developing mine, but i admit that mine is many steps behind CrystalSpace (don't know the state of CrystalBlend), and Ketsji. It is not yet usable. And it is a risky option (if an option).

However, i do believe that mine will be better in the end. The problem is how far the end is :).

Give me time! Now i have a project in projects.blender, so i'll soon have a CVS up.


Posted: Thu Jul 28, 2005 4:52 am
by Fred_Pyo
Bandoler, it's great to see your project taking form so fast!

So much progress on the GE front in such little time! And yes, we're all anxious to get our hands on a build of your Integrated "game" engine...

...and you already integrating bullet into your version of the GE? that's fantastic! Anyways, keep up the marvellous work my friend! (nice shadows by the way!)


Posted: Fri Jul 29, 2005 7:26 am
by joetainment
This is extremely exciting. Great work! I can't wait to try it out!

I hope something along these lines gets integrated into Blender. The game engine really is the thing that sets Blender apart from other 3d apps. Its extremely cool.

weekly update

Posted: Wed Aug 03, 2005 12:46 am
by Bandoler

Weekly update: ie implemented the basics to have game logic using pipelines. This has required to improve the inter-pipeline comunication, and to add basic support for hierarchy of pipelines. This time the screenshot is a little bit poorer that usually but anyway, it reflects a little bit what has been done:


This already allows to move an object around, but it is still a little bit buggy and need to improve a filter to select the object... Apart of this the code is now in "girona" project of, but before you try to grab it, i must warn you: it only builds in linux and with scons. And it will probably crash. It is still for developers only :).

Next thing: cleanup and improve logic until i can make an interactive demo of some kind...


Posted: Thu Aug 11, 2005 9:23 am
by pildanovak
very nice progress....


Posted: Mon Aug 22, 2005 7:53 pm
by Itshalffull
Bandoler, don't know if you have thought about this already, but it would be cool to be able to put python scripts in the pipeline, using variables as the connections. Don't know how easy this would be to do, but once perfected, it would be really easy to add new functionality, just using python instead of C.