[Bf-gamedev] Thanks a lot!

s23su at uwaterloo.ca s23su at uwaterloo.ca
Wed Mar 12 12:35:50 CET 2014


Thank you for the replies, Campbell and Jacob! I'll definitely look  
into those. I think things might get easier once I get started. My  
plan is just trying my best to do some researches and come up with a  
proposal by this Saturday so that we can discuss a little more about  
the details involved early next week.

Good luck with everything :)

Cheers,
Susie

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>    1. Re: Several Concerns about GSOC (Campbell Barton)
>    2. Re: Several Concerns about GSOC (Jacob Merrill)
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> ----------------------------------------------------------------------
>
> Message: 1
> Date: Wed, 12 Mar 2014 02:29:15 +1100
> From: Campbell Barton <ideasman42 at gmail.com>
> Subject: Re: [Bf-gamedev] Several Concerns about GSOC
> To: bf-gamedev at blender.org
> Message-ID:
> 	<CAEcf3NxJctV8fdE+1HVCT5wrFChKhjeMhauR+b5a34JC=Kk_YQ at mail.gmail.com>
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>
> Hi Susie,
>
> This could work but probably you have to take a bit if care to do it
> in such a way thats not specific to an engine.
>
> First it would be interesting to talk to anyone who makes levels with
> blender, even for small smart-phone games, and see the issues they run
> into.
>
> Some stuff to investigate.
>
> - Modeling tools which you might use to make levels more efficiently.
> - UV Mapping for levels (we could do better here).
> - Baking shadowmaps for games (do games still do this? :D).
> - Any features from blender missing that would help it be extensible
> for addons to make special level editors for specific engines.
> - Exporters for game level formats (outside the scope of GSOC, but
> worth being aware of).
>
> For really good level editors you will probably end up wanting  to
> write an addon with specialized panels and integrated exporter. But
> there is certainly room for improvement for general purpose level
> editing features too.
>
> On Mon, Mar 10, 2014 at 2:12 PM,  <s23su at uwaterloo.ca> wrote:
>> Hi everyone,
>>
>> My name is Susie, and I'm a first-year Software Engineering student
>> from University of Waterloo. I've learned a lot about C++ and C in
>> school but am still new to game development. I looked through all the
>> sample ideas on the website and found that adding a function of level
>> editor to the game engines is more of my interest. Can somebody please
>> give me some suggestions on where I should start from or what kind of
>> projects related to this is more doable?
>>
>> Any advice is appreciated:)
>>
>>
>>
>> Thanks,
>> Susie
>>
>>
>>
>> _______________________________________________
>> Bf-gamedev mailing list
>> Bf-gamedev at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>
>
>
> --
> - Campbell
>
>
> ------------------------------
>
> Message: 2
> Date: Tue, 11 Mar 2014 08:41:35 -0700
> From: Jacob Merrill <blueprintrandom1 at gmail.com>
> Subject: Re: [Bf-gamedev] Several Concerns about GSOC
> To: bf-gamedev at blender.org
> Message-ID:
> 	<CA+iAO4b3AcoHb34p+75zxSs0hL6_2BXyBP_xTVYZsSou=pvjDg at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Make a 6dof actuator?
> They are infinitely usable, but the constraint python is not easy to follow
> and has no data recall-abilty.
> Like own.rbjTarget =Rigid body joint target.
>
> This data can not be recalled unless you set it and store it at frame 0, (a
> pain in the butt!)
>
> Of you made a 6dof actuator, and a 6dof sensor. Things like grappling
> hooks, and physical movements become possible.
>
> The 6dof sensor could allow for dynamic balance as well as for deviations
> in walk cycles for rigged Ragdolls.
>
> As far as a level editor goes, it is hard to do without being to hardcoded
> to one game type. Even quake map tools are only as good as the
> pre-fabricated pieces.
>
> Check blender artists game engine resources,
> Jakii's rigged walking Ragdoll is better then my TorqueRig,
> As the torquedolls actions are more like a torquemap.
> Ie if property walk is between 1 and 15 apply x torque.
> On Mar 9, 2014 8:13 PM, <s23su at uwaterloo.ca> wrote:
>
>> Hi everyone,
>>
>> My name is Susie, and I'm a first-year Software Engineering student
>> from University of Waterloo. I've learned a lot about C++ and C in
>> school but am still new to game development. I looked through all the
>> sample ideas on the website and found that adding a function of level
>> editor to the game engines is more of my interest. Can somebody please
>> give me some suggestions on where I should start from or what kind of
>> projects related to this is more doable?
>>
>> Any advice is appreciated:)
>>
>>
>>
>> Thanks,
>> Susie
>>
>>
>>
>> _______________________________________________
>> Bf-gamedev mailing list
>> Bf-gamedev at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>
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