bf-blender Game Engine patch

User-contributed CVS development builds. Please test and give feedback!

Moderators: jesterKing, stiv

Lagan
Posts: 0
Joined: Wed Jul 21, 2004 11:21 pm

bf-blender Game Engine patch

Post by Lagan »

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

gabio
Posts: 0
Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
Contact:

Post by gabio »

Totally crazy stuff. You want attention, I can assure you the ge fans out there will give you 110% of their attention.
Good work!
/me testing right now

malCanDo
Posts: 1
Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Post by malCanDo »

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

fobsta
Posts: 0
Joined: Sat Jun 12, 2004 11:21 pm

Post by fobsta »

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

mataii
Posts: 1
Joined: Mon Oct 14, 2002 6:29 am
Location: México

Re: bf-blender Game Engine patch

Post by mataii »

Hey that's a GREAT WORK! :D

:shock: :shock:

OTO
Posts: 60
Joined: Wed Oct 16, 2002 8:51 pm
Contact:

Post by OTO »

I say Youpiiiiii even for the anouncement only :)
A new game engine feature??!! Can you believe this!!??

But...windows only :(
Well thanks anyway

kidb
Posts: 0
Joined: Wed Jul 23, 2003 4:31 pm
Contact:

Post by kidb »

OTO wrote:
But...windows only :(
You can patch the source for yourself.
If you got an amd64 you can try:
http://blendertestbuilds.kidb.de/index. ... ch.tar.bz2

OTO
Posts: 60
Joined: Wed Oct 16, 2002 8:51 pm
Contact:

Post by OTO »

Nice try kid b

I have a AMD 16... I guess :)
Thanks anyway

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip »

Lagan thanks for your excellent work,

fobsta that is wonderful news to hear.

Game Engine work is really appreciated since the majority of the core coders are focused on the rest of Blender.

LetterRip

malCanDo
Posts: 1
Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Post by malCanDo »

> 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

kidb
Posts: 0
Joined: Wed Jul 23, 2003 4:31 pm
Contact:

Post by kidb »

OTO wrote:Nice try kid b

I have a AMD 16... I guess :)
Thanks anyway
Try this one
http://blendertestbuilds.kidb.de/index. ... an.tar.bz2

Doc_Holiday
Posts: 2
Joined: Sat Jul 05, 2003 1:03 am
Contact:

Post by Doc_Holiday »

THAT ROCKS MAN! Working soft and smooth! Absolute Fantastic! :D :D 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

teachtech
Posts: 60
Joined: Wed Oct 16, 2002 12:58 am

Post by teachtech »

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!

Lagan
Posts: 0
Joined: Wed Jul 21, 2004 11:21 pm

Post by Lagan »

Thanks for all of the comments! :)
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?
The difference with alpha blending & testing:
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.

arangel
Posts: 0
Joined: Wed Oct 22, 2003 2:54 pm
Location: Brasília - Brazil
Contact:

Post by arangel »

Great contribution, Lagan. Very useful. Thanks a lot !
Alexandre Rangel
Multimedia Designer
www.3Dzine.com.br

Post Reply