bf-blender Game Engine patch
Moderators: jesterKing, stiv
bf-blender Game Engine patch
I have added some features to the bf blender 2.36 game engine:
Camera viewports.
Ambient lighing.
Two-sided lighting.
Alpha testing.
The game engine gets so little attention, please consider the gepatch.
Win bin + test.blend:
http://www.antihc3.dyndns.org/gameblend ... rGEWin.zip
Patch:
http://www.antihc3.dyndns.org/gameblend ... epatch.txt
Camera viewports.
Ambient lighing.
Two-sided lighting.
Alpha testing.
The game engine gets so little attention, please consider the gepatch.
Win bin + test.blend:
http://www.antihc3.dyndns.org/gameblend ... rGEWin.zip
Patch:
http://www.antihc3.dyndns.org/gameblend ... epatch.txt
Lagan, this is great work on the GE!
Just a quick thought... one of the core elements of the GE ( IMO ) is a stable physics engine.
Take a look at some Shockwave 3D levels that Students have recently created, using an app I helped develop...
http://www.candointeractive.com/gamedes ... stown.html
These levels are only possible due to the underlying Havok Xtra in Shockwave.
As well as these great changes you are making to the game engine, if you could also focus on getting ODE both integrated and stable, a lot more people could benefit from making levels using a few standard game templates ( eg driving, fps etc ), as well as of course being able to develop their own.
Having ODE in there would be my top feature request for the GE.
To see the problems with the current GE and physics, download this .blend file, and run it ( check out the different scenes )
http://www.candointeractive.com/blender ... Test.blend
Keep up the great work!
Mal
Just a quick thought... one of the core elements of the GE ( IMO ) is a stable physics engine.
Take a look at some Shockwave 3D levels that Students have recently created, using an app I helped develop...
http://www.candointeractive.com/gamedes ... stown.html
These levels are only possible due to the underlying Havok Xtra in Shockwave.
As well as these great changes you are making to the game engine, if you could also focus on getting ODE both integrated and stable, a lot more people could benefit from making levels using a few standard game templates ( eg driving, fps etc ), as well as of course being able to develop their own.
Having ODE in there would be my top feature request for the GE.
To see the problems with the current GE and physics, download this .blend file, and run it ( check out the different scenes )
http://www.candointeractive.com/blender ... Test.blend
Keep up the great work!
Mal
Thanks for the build Lagan
Any chance of some instructions and maybe a simple scene to highlight the new feautures you have coded?
malCanDo - A co-worker of mine is working on the game engine physics. Fingers crossed we will have ODE working in the game engine in the near future. He has old versions of Blender working with different physics engines and it's really cool to see test scenes like the one you posted, collide correctly
and come to a proper stop without all the jittering.
cheers guys
Any chance of some instructions and maybe a simple scene to highlight the new feautures you have coded?
malCanDo - A co-worker of mine is working on the game engine physics. Fingers crossed we will have ODE working in the game engine in the near future. He has old versions of Blender working with different physics engines and it's really cool to see test scenes like the one you posted, collide correctly
and come to a proper stop without all the jittering.
cheers guys
Re: bf-blender Game Engine patch
Hey that's a GREAT WORK!




You can patch the source for yourself.OTO wrote:
But...windows only :(
If you got an amd64 you can try:
http://blendertestbuilds.kidb.de/index. ... ch.tar.bz2
> malCanDo - A co-worker of mine is working on the game engine physics. Fingers crossed we will have ODE working in the game engine in the near future. He has old versions of Blender working with different physics engines and it's really cool to see test scenes like the one you posted, collide correctly
and come to a proper stop without all the jittering.
Nice one! It would be great if you could post a sneak preview ODE build, I'd really like to see that sample level working properly with my own eyes
Tell your friend to keep up the good work, he will be owed many pints
Mal
and come to a proper stop without all the jittering.
Nice one! It would be great if you could post a sneak preview ODE build, I'd really like to see that sample level working properly with my own eyes

Tell your friend to keep up the good work, he will be owed many pints

Mal
Try this oneOTO wrote:Nice try kid b
I have a AMD 16... I guess :)
Thanks anyway
http://blendertestbuilds.kidb.de/index. ... an.tar.bz2
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THAT ROCKS MAN! Working soft and smooth! Absolute Fantastic!
Now back-Mirrors for racing Games are possible, Splitscreen Games, and much more. The Two-sided lighting is very useful here.
Ambient Lights makes Night&Day-FX much easyer to realize. Great Work!
But what does the Alpha testing do? I thought it was already enabled in the Materials, but only for Alpha Faces. What's the difference? Is it faster now?
Doc


Ambient Lights makes Night&Day-FX much easyer to realize. Great Work!
But what does the Alpha testing do? I thought it was already enabled in the Materials, but only for Alpha Faces. What's the difference? Is it faster now?
Doc
This is wonderful news to hear! I hope this gets the ball rolling on the game engine. My students will be happy to hear of all this and I will download the build tomorrow.
Thanks!
Thanks!
Jim,
Find my Blender Classroom book at:
http://www.cdschools.org/54223045235521 ... =0&C=55205
My site at: http://4chron.home.comcast.net/
Find my Blender Classroom book at:
http://www.cdschools.org/54223045235521 ... =0&C=55205
My site at: http://4chron.home.comcast.net/
Thanks for all of the comments!
Normal alpha/add blending:
Incorrect order when not sorted, blurry alpha. Good for light/particle effects.
New alpha testing.
When opaque faces have ztransp set in their mat, alpha testing is enabled. Always correct order, clear sharp alpha. Good for fences, grass, leafs ect.
Zoom close into the fence in the demo to see.

The difference with alpha blending & testing:But what does the Alpha testing do? I thought it was already enabled in the Materials, but only for Alpha Faces. What's the difference? Is it faster now?
Normal alpha/add blending:
Incorrect order when not sorted, blurry alpha. Good for light/particle effects.
New alpha testing.
When opaque faces have ztransp set in their mat, alpha testing is enabled. Always correct order, clear sharp alpha. Good for fences, grass, leafs ect.
Zoom close into the fence in the demo to see.