[Bf-committers] SSL dependency
Carsten Wartmann
bf-committers@blender.org
Tue, 6 May 2003 08:43:37 +0200
Charles Wardlaw writes:
> > Which are? I think you can't compare Virtools a $xxxx app (without a
> > modeller, add another $xxxx for maya or max) which can do virtually
> > all or things like a "game" engine where you have to programm all
> > beside the graphic output yourself.
>
> Off the top of my head, <a href="http://http://www.garagegames.com/"
> target="_blank">torque engine</a>, Shockwave, and <a
> href="http://crystal.sf.net/" target="_blank">Crystal Space</a> all
> come to mind. I'm sure if I spent some time googling I could find
> more. Mac Heads can use <a href="http://www.klinksoftware.com/"
> target="_blank">dim3</a>, which has XML file support and would be
> easily integrated with the blender toolset (simple export of data from
> blender to the dim3 engine).
Last I looked all of them required some more quite complicated pathes
to get your results. Or many money to get the modellers etc.
Maybe I will do my yearly look for Blender alternatives now again....
> Hell, at this point if you're only
> interesting in getting your work seen, you can download ports of both
> Quake I and Quake II on multiple platforms and use freely-available
I am not interested in game engines or levels. Sure I can use Autocad
together with a quake engine to make a quake game but not for a
product simulation or a simulation of a production process....
> tools to make levels for those as well. There are plenty of options,
> and Blender is only one of them.
>
> Incidentally, you have to program in the Blender game engine too. The
> degree to which you do so is up to you, as it is with the above
> packages (even crystal space comes with a "standard" engine that
> requires little to do but link for starting).
I make a difference between programming and scripting (i.e. gluing
parts together). And what I like in Blender is that you have a
pleasent and fast VIEW of your work from the moment you start. Thats a
very convienient way to work for artists and even engineers (as I am
more a engineer). No "boring" cycle of compiling/running/debugging,
and don't tell me about gigaherz CPUs and fast compilers, it IS a
difference between pressing PKEY/look/ESC and compiling even a "hello
world".
Carsten.