[Bf-committers] Gameengine - ODE and Python

Patrick bf-committers@blender.org
Mon, 28 Jul 2003 14:16:02 -0700


    Nice to see the thread getting large guys, I thought things were 
dead dead dead.  Im working with an old tupohuu tree that had a working 
game engine, havent done an update for a long time.  I tried to get the 
game engine working on bf-blender but could not get it to compile at 
all.  I tried getting rid of all the solid dependancies with no luck, I 
think it would be good to keep those in though so we can put solid in in 
the future.

    I think the ODE would be a good step for the future, but keeping 
support for old games is important too I think, because of all the 
developers making games with current physics.  Like me, hehe.  One way 
to handle the NMesh/etc modules would be to add an update command to 
Gamelogic that can take an object, image, or whatever thats been created 
in blender, convert it, and add it to the appropriate gameengine scene.  
Calling something from blender converter could do the trick.  Although 
I'm not sure if we have access to the Blender.* modules in exported 
games, so it might be better to rewrite them to use the gameengine 
formats, and put them on GameLogic.

    Good luck with the ODE guys, I'll keep working on culling I guess, I 
was going to try and tackle the collision detection problem but I think 
its in better hands:)  Keep us posted!

    Nice to see you around as well Carsten!