[Bf-committers] CAVE like extension for Blender Game Engine

blender at erwincoumans.com blender at erwincoumans.com
Tue Apr 21 19:32:21 CEST 2009


There is a little bit of Blender game engine documentation here:
http://wiki.blender.org/index.php/Dev:Source/GameEngine 

At the very bottom of that page you can find links a few pages of original 
design documents, back from 2000... 


Chris Want writes: 

> Stefan Zimmermann wrote:
>> Because of all this will need lot of work and time I recently thought: Why
>> should I waste so much time reinventing the wheel? We work a lot with
>> Blender at our department, so why not extend the Blender Game Engine to CAVE
>> like functionality? Several machines run Blender with the same project, one
>> is the 'server' running the full application (with logic, interaction,
>> physics simulation...) and the other machines only apply every change to
>> their scene graph which the server does (either by using a simple own
>> protocol like I did for my application or by using a middleware like CORBA
>> or ICE)... 
>> 
>> So here are my questions: 
>> 
>> 1.) Are there already some ideas or projects relating such things?
>> 2.) Are possibly other people interested in such an extension?
>> 3.) Will the Blender Game Engine have a future (I read about plans to use
>> OGRE or CrystalSpace with Blender...)?
>> 4.) Are there any good resources describing the Game Engine internals and
>> where can I find them?
> 
> Hi Stefan, 
> 
> Regarding 2.): 
> 
> I have some limited access to a CAVE-like environment also,
> and I have interest to see such a project succeed. The
> CAVE-like environment here currently runs VirTools to do
> simulations, which is pretty expensive and has some
> bugs -- so having Blender as a replacement would be great. 
> 
> I've done some experiments trying to get Blender to work
> using a tiled display on a small cluster of machines with
> fairly decent graphics cards (via DMX and chromium,
> using a cluster management software called Rocks
> VizRoll). The problems I usually faced were GL related,
> but at least in theory this might be a rather easy approach
> to take. My eventual plan was to make a desktop that
> spanned three displays, then to make a game with three
> split screens, and send each split screen to a different
> display and get that to work in the CAVE-like environment.
> Sadly, getting Blender to run this way isn't a central
> focus of my work, so I haven't yet reached this stage,
> and probably won't anytime soon. 
> 
> Regarding 4.): 
> 
> I'd recommend joining #blendercoders on irc.freenode.net
> and talking to ben2610 (Benoit) or erwin_bullet (Erwin). 
> 
> I remember there was at least one architecture document
> released around the time of the open sourcing of Blender,
> but I don't know where it is, and it's probably out of
> date. 
> 
> Regards,
> Chris
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