[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