New fully integrated "game" engine
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but python scripting slows things down(at least in the original gameblender) so it is good to do as much as possible in C(++). but it would be great to have a repository of scripted blocks with behavior, AI, mechanic systems etc., and this could sure be done by the users community, if some scripting would be available.
Hi,
It is planned and reasonable to make module interfaces for python, lua, etc... and even allow them in C++ using dynamic linking to do all game related tasks which blender cannot take care of. However this is something low in my priorities list.
I've been away for some time, but i'll go on with he development this weekend probably. I'm heading to make something running and playable, as a starting point: something really simple like a kind of marble game where you control the inclination of the platform... I'll post as soon as i have something :). Completness first, extensions later...
(bandoler)
It is planned and reasonable to make module interfaces for python, lua, etc... and even allow them in C++ using dynamic linking to do all game related tasks which blender cannot take care of. However this is something low in my priorities list.
I've been away for some time, but i'll go on with he development this weekend probably. I'm heading to make something running and playable, as a starting point: something really simple like a kind of marble game where you control the inclination of the platform... I'll post as soon as i have something :). Completness first, extensions later...
(bandoler)
Progress update
Hi,
Some update on the progress: I have this working:

and this is the logic pipeline that controls the inclination of the platform:

The logic pipeline is a total overkill, as this could be done easiy with a couple of lines of code, but it is just an experiment.
The game isn actually playable, because the integration of the physics is very basic, and i usually end up losing Suzzane due to interpenetration, or jumpin over the border... The shadows have some problems too.
What i'll try to do next is add some support for scene management, so it is possible to switch levels, and add an intro. After that i'll go on with graphics work, which is what i'm really interested in. I'm not planning t fix the playability.
(bandoler)
Some update on the progress: I have this working:

and this is the logic pipeline that controls the inclination of the platform:

The logic pipeline is a total overkill, as this could be done easiy with a couple of lines of code, but it is just an experiment.
The game isn actually playable, because the integration of the physics is very basic, and i usually end up losing Suzzane due to interpenetration, or jumpin over the border... The shadows have some problems too.
What i'll try to do next is add some support for scene management, so it is possible to switch levels, and add an intro. After that i'll go on with graphics work, which is what i'm really interested in. I'm not planning t fix the playability.
(bandoler)
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Well I can't wait to try the beta of this out too. The logic pipeline does need a little tidying up as it definitely looks like it'll get really complicated even for simple things.

Jason Lin
WOAHHH!
Why Haven't I seen this work before? I really must learn to check out ALL the forums
in here.
That's some awesome work there, I especially like the flexible layout of the
Game-Logic...that makes it possible to do great combinations without exstensive
programming knowledge. It really takes prototype-game-testing to new levels
and makes it possible to prototype game characters in action in Blender itself.
NICE WORK man!
Anywhere we can download a test build (For eg....Linux?)

Why Haven't I seen this work before? I really must learn to check out ALL the forums
in here.
That's some awesome work there, I especially like the flexible layout of the
Game-Logic...that makes it possible to do great combinations without exstensive
programming knowledge. It really takes prototype-game-testing to new levels
and makes it possible to prototype game characters in action in Blender itself.
NICE WORK man!
Anywhere we can download a test build (For eg....Linux?)
i COMPLETELY agree. ive been hoping for that for a long time!pildanovak wrote:but python scripting slows things down(at least in the original gameblender) so it is good to do as much as possible in C(++). but it would be great to have a repository of scripted blocks with behavior, AI, mechanic systems etc., and this could sure be done by the users community, if some scripting would be available.
mouselook scripts, etc. each with sliders etc, akin to the "modifiers" that we have now.
people could submit their scripts and it could all be compiled into folders
LogicBrick:Scripts
Mouselook> Doogs mouselook script
>Ton's mouselook script
sliders, faders (smoothing rate, etc)
it would help users so much esp. for prototypers, and nonprogrammers

RonC
Right now i'm using projects.blender.org CVS (search for "girona"). However you must be warned that what's there:kidb wrote:Or the sources or a patch?JoOngle wrote: Anywhere we can download a test build (For eg....Linux?)
- is not always working
- has only been tested in linux, and believe me, it will require some tweaks to compile in windows
- it's using "scons" to build (i'm not updating the other projects/build systems).
I'm just making a big change this week, and after that i'll consider Milestone 0 passed, and ready for other people to start fiddling with it. I have to mremind that the system still doesn't do much more than what is shown in these screenshots, and to do something else, probably new modules have to be added.
I'll keep this forum updated....
(bandoler)