[Bf-committers] Call for GameEngine developers
Tue, 16 Sep 2003 23:20:33 +1200
I've also been poking the game engine recently - with Hos's help I've updated
the ODE physics support in tuhopuu2.
I'm also thinking of trying to break into the OpenGL side of things - maybe
look at Cg & nVidia's pixel shaders.
On Sunday 14 September 2003 22:53, Martin wrote:
> Although a relative newbie to Blender, my reasons for wanting to use and
> contribute to it are:
> 1) Open source (a moral sort of thing)
> 2) The BlenderPlayer and browser plug in capabilities
> 3) The skeletal animation and vertex weighting features
> So I am really interested in anything which will keep alive or resurrect
> the game engine - count me in! (to the limit of my abilities).
> What I want is a game engine which is small, easily downloadable and
> installable, capable of network connection for control of gameplay and
> loading additional geometry while running. This means decent Python
> support in the game engine!
> ----- Original Message -----
> From: "maci_ray" <firstname.lastname@example.org>
> To: <email@example.com>; <firstname.lastname@example.org>;
> Sent: Saturday, September 13, 2003 12:41 PM
> Subject: [Bf-committers] Call for GameEngine developers
> | Hi GameEngine developers!
> | Don't you think we should bundle our efforts in
> | improving the gameengine?
> | If we are enogh people, maybe we can get our own
> | list for more discussion. But this is future...
> | For now I think it would be good to know from
> | each other at which area everyone is working on.
> | Maci_Ray.
> | P.S. For clearness I propose to answer only on
> | email@example.com.
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