[Bf-committers] Game Engine feature questions

Erwin Coumans erwin at erwincoumans.com
Sun Jan 15 21:36:32 CET 2006

Hi Alexander,

>1) In the description of the new features
You can get the docs / pics from this zipfile:


Don't know how easy it is to create the cubemap, please ask snailrose on 

>3) Your demo image shows "Dynamic lighting".
per pixel dynamic lighting indeed. nicer then vertex-lighting, and more 
dynamic then lightmaps. dynamics shadows should be possible to, but the 
shaders need to be written...

Thanks for feedback,

----- Original Message ----- 
From: "Alexander Ewering" <blender at instinctive.de>
To: "bf-blender developers" <bf-committers at projects.blender.org>
Sent: Sunday, January 15, 2006 12:28 PM
Subject: [Bf-committers] Game Engine feature questions

> On Sun, 15 Jan 2006, Erwin Coumans wrote:
>> Here is a user-level description of the new graphics features:
>> http://www.continuousphysics.com/ftp/pub/test/blender/Blender.htm
>> The features in the demos should look like this:
>> http://www.continuousphysics.com/ftp/pub/test/blender/2.41graphics_features.jpg
> Hi,
> I have a few questions regarding these updates:
> 1) In the description of the new features, there are lots of broken images
>    (at least in my browser) which don't appear:
> http://www.continuousphysics.com/ftp/pub/test/blender/BlenderFiles/0002.jpg
> http://www.continuousphysics.com/ftp/pub/test/blender/BlenderFiles/0003.jpg
> http://www.continuousphysics.com/ftp/pub/test/blender/BlenderFiles/0008.jpg
>    Is this me, or does this happen for everyone?
>    As such, sections Images, Mapping, World Types, Multiple Materials per
>    Mesh and Blendo Toon Shader are unavailable so I can't comment on them.
> 2) For envmaps, do I have to re-arrange Blender's envmap to conform to
>    OpenGL arrangement? This would be really cumbersome - it would be
>    very easy for the GE to shuffle around the cubemap in memory to
>    match the GL layout automatically.
> 3) Your demo image shows "Dynamic lighting". However, the game engine did
>    *always* have per-vertex dynamic lighting. So I suppose the new thing 
> about this
>    is *per-pixel* dynamic lighting?
> Thanks for the info (and checking the broken images ;),
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers

More information about the Bf-committers mailing list