[Bf-committers] blender sub-components
Artem Baguinski
bf-committers@blender.org
Fri, 16 Jan 2004 10:07:25 +0100
thanks for replies guys. i'm beginning to understand it ;)
new questions;
1. are questions about tuhopuu appropriate here?
2. i've build tuhopuu with --enable-gameblender and indeed it doesn't
say "game engine was disabled in this build anymore" but there are no
realtime buttons if i just start my own .blend file. if i load some
old file - the buttons saddenly appear!
3. is there some programming documentation of any of the gameengines?
if i understood correctly game engine gets build as a library, so
what could i do with it? i guess sources of blenderplayer would be
the best documentation, correct me if i'm wrong?
thanks in advance
On Thu, Jan 15, 2004 at 01:32:37PM -0700, Chris Want wrote:
>
> There are indeed 3, but some of the details
> are a bit mixed up here:
>
> 1) "Solid" -- the code is in source/gameengine
> and this is Kester Maddock's attempt to restore
> the old NaN gameengine
>
> 2) "ODE" a.k.a "Kesterji" -- the code for this
> is in source/kesterji and this is Kester Maddock's
> attempt to extend the integration of the ODE
> physics library, which was initiated by Norman Lin.
>
> Note that you can only have either "Solid" or "Kesterji",
> but not both built into a tuhopuu executable, depending on
> compile time options.
>
> 3) "Enji" -- this one was written by Ton way back in the
> 1950's (roughly)... it's not very full featured but it's
> fast and it's well integrated with the rest of the
> "blender code" (i.e., the stuff in source/blender).
> Rob Haarsma integrated this engine into tuhopuu.
> Enji always gets built into a tuhopuu executable,
> whether you want it or not.
>
> Chris
--
gr{oe|ee}t{en|ings}
artm