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."
A quick Google revealed a few examples of some games that use this engine, see http://www.spinheaddev.com/gameexpose0.html (NOT HTML clicking to help reduce load on server a tad...)
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...
---- I am certain of only one thing : I know nothing else.
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.
The controls are a bit hard to learn, though the interface has been getting better recently. In the end, once you read through the tutorials and learn all the keyboard commands you will find them to be great.
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.
je suis parce que j'aime
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.
These games look like they came right off the store shelves back in 1998. You get what you pay for.
Its been there for awhile now. Press U in edit mode.
It needs GOOD DOCUMENTATION. I'm a pretty smart person, if my test scores are to be believed, but I find Blender's interface to be completely inscrutable. And I have managed to work with other 3D modelling programs before...
Honey, I shrunk the Cygwin
Only one of those links actually works. Gee mods, you could of clicked before you rated.
http://bane.servebeer.com/programming/blender/
I firmly believe that shifting the focus of Blender to the gaming engine at the expense of the rendering engine is what killed NaN in the first place. When Blender went OSS and the game engine had to be taken out, Blender took on new life as new features were added to the rendering engine including the much-requested raytracing. Now that the gaming engine is back in, I fear that Blender will soon fail again.
It was nice having it while it was around.
Make me a friend and I'll mod you up
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.
Make me a friend and I'll mod you up
[troll food]
Ever heard of a plug-in?
Blender has excellent support for import/export scripts written in python. If you do a little digging around on the blender sites I'm sure you'd find a variety of 3ds importer/exporters available.
[/troll food]
The best collisions in life are free. Like, for example, Porrasturvat and Rekkaturvat.
http://jet.ro/dismount/
As another poster has pointed out, this is possibly caused by bad interactions between new pretty X cursors, video drivers (i845 for me) and Blender. Just try adding "Xcursor.core: true" to ~/.Xresources, reload it using xrdb (or restart X), and see if it gets better (the mouse cursor would return to the good-old black-and-white style though).
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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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.
The truth shall always be free: Boris Floricic is Tron.
Now we can only produce our own Naughty Nurse spanking simulators! (no, really).
Plays violent online games as: Nerfherder76