Blender 2.33 Re-enables Game Engine
fforw writes "One and a half year after becoming free software, the Blender Foundation has released
a new version of
Blender which finally enables the game engine again.
When Blender became free software. the game engine had to be disabled because SOLID, the collision library was not free software. After SOLID's author Gino van den Bergen changed his mind, Blender has now restored all functionality from the closed-source period."
that's nice to have the functionality again... but it's something more to learn for newbies in blender. As if blender wasn't complex enough... I appreciate the gesture though, but there's really going to be a need for a complete rewrite of the online doc... most of it dates from the 2.2 era. So get those renders and movies and now games coming along! It's time for it now...
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This is good news - its not exactly a giant leap forwards but it is important all the same. Improved collison detection is not just good for games its good for modelling. For example a physics teacher could teach his students about the ideal gas law using a series of blender animations.
As a Highschool Student I did an entire project in Blender's 3D Engine. It essentially had the ability to navigate look around and view objects in all dimensions. While this may seem a little base, as it was, it was not too difficult for a 17 year old to pick up and run with.
It actually gets even deeper when you combine the python scripting with the game engine, as opposed to using the built in object functions. The games can get really complex, and with the inverse kinematic options for human body(mapping theh way the human joints move), it makes for some really interesting possibilities. Personally as I am learning python now, I may go back to the blender engine, and see what havoc I may be able to create.
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Good collision libraries are fun. I've written one, as part of Falling Bodies. I think I was the first, back in 1996-1997, to use axis-oriented bounding boxes with GJK, which is what SOLID, and everybody else, uses now.
Lin and Canny are the ones who really cracked this problem. Before Lin and Canny, algorithms for collisions in a space with N objects with M faces each were O(N^2) * O(M^2). They got that down to slightly worse than O(Nm), where Nm is the number of moving objects. Very clever.
I-Collide was the first generally available package for this. The original version was in LISP, which was translated to C, retaining much of the LISP style. They used axis-oriented bounding boxes with a linear programming package. This had some problems with numerical error, and the linear programming package was rather bulky. But it demonstrated, back in 1996, what was possible. Then everybody (well, the half dozen or so people into this stuff) went to work and built better systems.
Actually, collision detection is a pain to code, but well understood today. Collision response, the actual physics, is much harder.
The end result of all this is that games can now have really big worlds with working collision detection.
How long are the Blender guys going to continue overlooking this common file format? There are plenty of modelers who have looked at Blender (DESPITE the inferior interface), but the minute the find out it cannot import .3ds, they go back to 3D Studio max.
I mean, what's the point of using a 2nd rate app that can't even import a commonly used file format?
There is full undo capability (as many steps back as you have RAM for) in mesh edit mode. In the 5 years I've been using Blender, I've never needed any other undo.
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Being a contributor and hanging out with the Primary Dev's I can reassure you that the Rendering engine is still a high priority. Not to mention the new emphasis on Yafray integration. I doubt you will have to worry about this being neglected.
That's the difference between the cathedral and the bazaar though, isn't it? In a small company certain aspects might get neglected at the expense of others. In an open development model, people can code what they want. I doubt there'll be a sudden shift of rendering engine developers to the game engine; rather, its becoming free just opens it up for extra developers who want to work on game engines to work on it. This sounds like good news (though I wouldn't really know as I'm another of those people who've never been able to get to grips with the UI).
"'I pass the test,' she said. 'I will diminish, and go into the West, and remain Galadriel.'"
- JRR Tolkien.
Woohoooh!!! ive been checking the blender site almost everyday for the next point release. 2.32 seems to have a very annoying memory leak in win2k. This program is really showing great potential, if you start it up for the first time you'll be lost, but once you hit the learning curve its great. Theres layers and layers of functionality all inside that tiny binary, oh wait.. its slashdotted. :(
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Considering how nice this fellow who made his library F/OSS was, perhaps we should find some way to thank the guy who made the library?
:) Or hell, even to email him a thank you...
Anyone know where to find him & maybe send him beer money or something nice?
Replacing the built-in render with a raytracer would be the worst thing they could possibly do. Raytracing is SLOW. The built-in scanline renderer puts out great images in a minimum of time, which is necessary when an animation needs to be done by yesterday. (I make graphics for television).
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OK, it's nice that blender has a game engine again, which is something I feel is lacking in Lightwave 7.5 (i know game sdk exists, but it would be nice if it was a little more intergrated). However, the point is, what is Blender trying to be? An open source alternative to the big hollywood rendering soloutions, capable of doing boradcast level animation and compositing? Or is it trying to be an open source alternative to 3d Studio Max, a sorta half-game, half-studio, totally lame program that does neither modelling nor rendering very well? If you look into a lot of production games, modelling these days is done increasingly in Maya or Lightwave. Not 3ds max. Surely basing it's development model a little on max is a road to distaster? At the end of the day, Mx is neither fish nor fowl, nor good red herring. It doesn't really do anything very well. For games development, it's fairly good, but rendering in it is horrible, and modelling in it's a joke. I sincerely hope that Blender, which as someone rightfully said is one of the gems of the OSS world, does not follow Max down that road now it's got it's game engine back.
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