[Bf-committers] Gameengine - ODE and Python

maci_ray bf-committers@blender.org
Mon, 28 Jul 2003 13:28:35 +0200 (CEST)


 --- Patrick <saluk@flashmail.com> schrieb:

> Hi Michael.
Hi saluk

> I've been trying to work on speed issues in the game 
> engine, working with tupohuu and using the ODE version just so that I 
> have a game engine to test my code in.

Again someone whose gameengine works. Am I the only with a broken one?
To bad that my project is on windows.

> Making the Blender.Mesh, Blender.Image functions work in realtime would 
> be really good, that's exceptionally lacking in the game engine.

So I'll focus on that. My camera movement can wait or be replaced by static
steps (no more flying around for now). What about the interface? Should I
clone the Blender.NMesh? Should the created objects be persistent to blender
or game_engine only, like edit actuator?

> An external .blend player shouldn't be all that difficult as that is kind 
> of what version 2.25 did with .exe's.  Except for the converter, most of 
> the game engine is independant from the rest of blender as far as I can 
> tell.

Did I miss something? No more .exe's from new versions?

> Anyway, there are a lot of things to be worked on, and I'm only one, 
> inexperienced programmer, so if you are willing to help out by either 
> documenting the sources or showing me some diagrams, or digging your 
> hands in there yourself, I would appreciate it!

I started with some uml diagramms for the converter and ODE motion sync.

> There are a lot of people who would be extremely happy to see some 
> progress, unfortunately most of us don't have the skills to make it happen.

I'm a bit afraid of the complexity of gameengine, too.

Maci_Ray.


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