<div dir="ltr"><div><div><div>Ah, obviously I wasn't clear!<br><br></div>Standalone files are certainly possible and that is why I want to use my model in the BGE. <br><br>Fly Mode can also be recreated using Python (presumably). Which would serve my purposes. But I have found that it is not so easy to recreate it and even relatively experienced users face quite a long process and several workarounds to get it working. For example, see all the help others have kindly given me on this thread: <a href="http://blenderartists.org/forum/showthread.php?361352-Fly-mode-in-game-engine&p=2808823#post2808823">http://blenderartists.org/forum/showthread.php?361352-Fly-mode-in-game-engine&p=2808823#post2808823</a><br><br></div>As Fly Mode has already been coded, I wondered whether it could be ported to the game engine and made a standard thing. Maybe as an Add On script. Had a bit of discussion about it on IRC yesterday, where that seemed to be the preferred way to go about it.<br><br>My difficulty is that I don't have the skills to dig into the Blender source and extract the Fly Mode code and/or to write a new bit of code in Python. As it is something that I thought others would find useful, I wondered whether somebody on this list would be interested in taking a look.<br><br></div>Ed<br><div><div><div><div><br><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
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Message: 2<br>
Date: Tue, 10 Feb 2015 21:28:52 -0200<br>
From: FRANCISCO ORTIZ <<a href="mailto:chicortiz@gmail.com">chicortiz@gmail.com</a>><br>
Subject: Re: [Bf-gamedev] Fly Mode in game engine<br>
To: <a href="mailto:bf-gamedev@blender.org">bf-gamedev@blender.org</a><br>
Message-ID:<br>
<<a href="mailto:CALPa%2B5GV%2BO3c5YsEgsXtf6qCJaknxE%2B5Vb5fHYLtEiPKFXCaLA@mail.gmail.com">CALPa+5GV+O3c5YsEgsXtf6qCJaknxE+5Vb5fHYLtEiPKFXCaLA@mail.gmail.com</a>><br>
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Well.. Fly mode inside the Blender game engine can be achieved with python<br>
scripting.<br>
One can already save binaries by activating "save as runtime"... Sorry<br>
about my ignorance, I think I don't know what do you mean...<br>
<br>
On 10 February 2015 at 20:33, Ed <<a href="mailto:edspammer@gmail.com">edspammer@gmail.com</a>> wrote:<br>
<br>
> Hello all. Ton suggested that I see if there is any interest in this via<br>
> Blender.org. I guess he meant this mailing list, so here goes ...<br>
><br>
> My work as a structural engineer involves a lot of work using Revit to<br>
> model buildings. I currently use Blender to create models with baked<br>
> lighting for my clients and fellow designers to walk around using Fly Mode.<br>
> What would be a big bonus would be to use BGE to create standalone<br>
> executables. It would get over the 'ooh this is a bit technical' obstacle<br>
> that people tend to put up when I explain how to make get into Fly Mode via<br>
> Blender.<br>
><br>
> But recreating Fly Mode in BGE is difficult. Some discussion here:<br>
> <a href="http://blenderartists.org/forum/showthread.php?361352-Fly-mode-in-game-engine&p=2812542#post2812542" target="_blank">http://blenderartists.org/forum/showthread.php?361352-Fly-mode-in-game-engine&p=2812542#post2812542</a><br>
> .<br>
><br>
> There is already such an elegant solution with Fly Mode, I wonder how hard<br>
> it would be to put that code to additional good use in the game engine.<br>
><br>
> I think there is a strong usage case for Blender here. Could give it some<br>
> traction in a whole different area. Do you think there might be a developer<br>
> who would consider porting Fly Mode into BGE as a logic brick, for example?<br>
> I can see it having value for exploring game environments generally, not<br>
> just for my purpose.<br>
><br>
> If you think it might be of interest, I would be happy to provide an<br>
> example model for you to see what I am trying to do. It's a very powerful<br>
> way to show off a building. Much better than pre-rendered fly-throughs or<br>
> still images.<br>
><br>
> Thanks,<br>
><br>
> Ed<br>
><br>
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