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bf-blender Game Engine patch

Posted: Fri May 06, 2005 10:38 pm
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

Posted: Fri May 06, 2005 11:14 pm
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

Posted: Sat May 07, 2005 3:51 pm
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

Posted: Sat May 07, 2005 6:45 pm
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

Re: bf-blender Game Engine patch

Posted: Mon May 09, 2005 7:27 am
by mataii
Hey that's a GREAT WORK! :D

:shock: :shock:

Posted: Mon May 09, 2005 12:09 pm
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

Posted: Mon May 09, 2005 12:55 pm
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

Posted: Mon May 09, 2005 9:55 pm
by OTO
Nice try kid b

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

Posted: Mon May 09, 2005 11:05 pm
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

Posted: Tue May 10, 2005 12:07 am
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

Posted: Tue May 10, 2005 1:20 am
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

Posted: Tue May 10, 2005 3:06 am
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

Posted: Tue May 10, 2005 4:06 am
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!

Posted: Tue May 10, 2005 9:12 am
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.

Posted: Wed May 11, 2005 12:39 am
by arangel
Great contribution, Lagan. Very useful. Thanks a lot !