[Bf-gamedev] I am here to program!!!

FRANCISCO ORTIZ chicortiz at gmail.com
Sun Aug 31 19:47:44 CEST 2014


Hello Smokythaklown!
Your long message is deeply appreciated :)

I think you should spend some time looking at the Uni-verse project. The
Blender Foundation is not taking care of it at the moment, but there is a
lot of talented people that still Love the project:

http://en.wikipedia.org/wiki/Verse_protocol

Yours,

Ortiz


On 31 August 2014 09:00, <mail at smokythaklown.com> wrote:

>  Jacob - awesome torch rig
>
> Im not sure what you mean by verse style collaboration(sounds dope), but i
> imagine a type of workflow where you enable the network panel where blender
> will list all blender applications  in the area, and be able to interact
> with each users application in real time copy pasting objects, linking
> materials, saving a local copy of a texture or model, fixing each others
> scripts,appending scenes from one computer to all or some or one
> application in the network.. Things need to be possible like rasterizing
> some one elses cursor with a different color and screen cast keys for
> teaching students blender in real time rather then a whole class watching
> some one elses screen and flipping back and forth to keep up  with a lesson
> allowing not only the teachers to interact with your blender, but also the
> other students may also be able to look through your setup to help solve
> your problem  without having the teacher stop the lesson to help one
> student. Make a nice simple clean chat module with a walkie talkie type
> microphone overide so only one person can talk at a time. Making this
> system visually node based like the compositor, such as if a blender
> application is in the area, the node will popup, and it will have in and
> out channel for specific environment , . And just as these nodes work with
> blender environment, they will work for blender game engine sending and
> receiving  all sorts of information and utilizing the network as an overall
> processor meaning if theres a network of 20-30 people with all sorts of gpu
> cards the actual game being calculated would be able to have cycles real
> time raytracing algorithm possible in real time. Interactive/adaptive game
> lobby, each node in the network has the possibility to centralize
> information configured within his blend (like hosting his game or a mode
> and map within a main game) allowing people to just plug and play into his
> world adding your computer to process that specific game in the lobby while
> always being apart of a bigger network allowing the resource of non used
> computing power of the entire network.
>
> Simple example, i make a game like battlefield... i distribute my game as
> a blend file to just plug and play and not only do you have a fully
> functional game with networking available for infinite player lan games,but
> the entire game can be worked on and tested having 2 final node
> destinations  every node commits complete pieces  to *one is individual
> location for final files, one is its backup on a seperate machine, and
> everybody on the networks machine will have a local copy of everything
> syncronized to the output of the final files so when someone completes a
> piece they connect to the final node input to which they overwrite or add
> files that will then be outputted and sync with the network . I mean the
> more i write the more im understanding what im actually trying to do.
>
>
>
> On 31-08-2014, Jacob Merrill wrote:
>
> I for one welcome our new decentralized overlords.
> Will this allow for Verse style collaberation?
> Any work to making the BGE use bpy to edit and return models?
> In game editing?
> :D
>
>
> On Sat, Aug 30, 2014 at 7:05 PM, <mail at smokythaklown.com> wrote:
>
>>  Thank you for the response, im aware of the current method using the
>> sockets ive seen also old jims setups,  what i intended was to get started
>> on more of a open mesh network built within blender to dynamically connect
>> blender to blender programs in work environments for a solid pipeline ,but
>> by also making the decentralized network able to handle more connections
>> from one connection making a huge lan/intranet (w.e) game possible up to
>> thousands and millions of people by  using every computer/router as a
>> transfer point node.. I havent really understand what im talking about
>> except that i must do it!! I see the fbi uses python (plone) for content
>> management, and python zope (server)  having to inevitably convert
>> everything to php css html java for a web browser to view, this is the end
>> of all other programming languages in my opinion, as well as internet
>> browsers... it is obvious the way computers connect and deal with
>> information over a network needs to change so ima try to get blender game
>> engine way out there in the future
>>
>> - best explanation.. sorry for the long letter
>>
>>
>>
>>
>>
>> On 30-08-2014, FRANCISCO ORTIZ wrote:
>>
>> Hello... smokythaklown?
>>
>> This is a very basic setup for the blender game engine and networking
>> (Blender 2.65):
>>
>> http://blenderartists.org/forum/archive/index.php/t-278975.html
>>
>> A more serious effort was being done by agoose77:
>>
>> http://blenderartists.org/forum/member.php?68706-agoose77
>>
>> Yours,
>>
>> Ortiz
>>
>>
>>
>>
>> On 30 August 2014 19:30, <mail at smokythaklown.com> wrote:
>>
>>>  Hello, i would like to contribute in public domain a project i am
>>> considering for blender. I began using blenders game engine a week or so
>>> ago for the first time and realized something very important, the
>>> networking. I am relatively new to python and we get along, so im ready to
>>> hop in and start coding (i love blender more then my wife) but i just need
>>> a little heads up on how to work with the future of networking (software
>>> directed networks) for blender environments , by the way is something being
>>> done about blending blenders python api or will one get discontinued, which
>>> one to work with... Is webpy something to look at.. Anything helps thanks
>>> in advance
>>>
>>>
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>>>
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