[Bf-committers] Gameengine - ODE and Python

Kester Maddock bf-committers@blender.org
Mon, 28 Jul 2003 19:29:42 +1200

Hi Michael,

It's funny how these things come up - I starting poking the game engine this 
weekend.  This is what I accomplished:

Updated ODE from ODE cvs.  ODE now depends on OPCODE (OPtimised COllision 
DEtection) which is included in the ODE cvs for trimesh collision support.

Code to trigger the sensors that depend on collision detection: ray, touch, 
collision and near.

Sound.  Sound plays on Linux.  intrr has disabled the game engine sound - my 
sound driver will allow /dev/dsp to be opened more than once.

1. radar: ode has no cone primitive.  Ray: only works along the +z axis.  I'm 
going to look at the ODE transfrom class and see if that helps.  If that 
works, radar could be implemented by firing rays in a randomly within the 

2. Use ODE trimesh support.  Only box and sphere bounding boxes are used.

3. Cleanup memory management. Not doing that yet! :(

4. Write an SDL audio out.

5. Wrap ODE in Python for Blender - cloth simulations etc.

The physics is a bit different to 2.24 - less game physics, more real physics. 
eg a sphere above an inclined plane will drop and roll down instead of 
bouncing down.


On Mon, 28 Jul 2003 12:22, Patrick wrote:
> Hi Michael.  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.  Sutabi is also doing little
> things in the game engine, but I think he may have gotten disheartened a
> while back when he was having trouble.  Anyway, I think ODE completion
> would be the best way to go if we don't get those SOLID libraries,
> especially now that it has collision detection.  But I'm not sure if I'm
> a good enough programmer for that, I am struggling over the
> should-be-simple culling code I'm working with, so we'll see what
> happens.  If no one else will, I'll work on it, but I can't guarantee
> results.
> Making the Blender.Mesh, Blender.Image functions work in realtime would
> be really good, that's exceptionally lacking in the game engine.  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.
> 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!
> 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.
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